Fix all warnings reported by clang
[oweals/minetest.git] / src / map.cpp
1 /*
2 Minetest
3 Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
4
5 This program is free software; you can redistribute it and/or modify
6 it under the terms of the GNU Lesser General Public License as published by
7 the Free Software Foundation; either version 2.1 of the License, or
8 (at your option) any later version.
9
10 This program is distributed in the hope that it will be useful,
11 but WITHOUT ANY WARRANTY; without even the implied warranty of
12 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
13 GNU Lesser General Public License for more details.
14
15 You should have received a copy of the GNU Lesser General Public License along
16 with this program; if not, write to the Free Software Foundation, Inc.,
17 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
18 */
19
20 #include "map.h"
21 #include "mapsector.h"
22 #include "mapblock.h"
23 #include "main.h"
24 #include "filesys.h"
25 #include "voxel.h"
26 #include "porting.h"
27 #include "serialization.h"
28 #include "nodemetadata.h"
29 #include "settings.h"
30 #include "log.h"
31 #include "profiler.h"
32 #include "nodedef.h"
33 #include "gamedef.h"
34 #include "util/directiontables.h"
35 #include "util/mathconstants.h"
36 #include "rollback_interface.h"
37 #include "environment.h"
38 #include "emerge.h"
39 #include "mapgen_v6.h"
40 #include "biome.h"
41 #include "config.h"
42 #include "server.h"
43 #include "database.h"
44 #include "database-dummy.h"
45 #include "database-sqlite3.h"
46 #if USE_LEVELDB
47 #include "database-leveldb.h"
48 #endif
49
50 #define PP(x) "("<<(x).X<<","<<(x).Y<<","<<(x).Z<<")"
51
52 /*
53         SQLite format specification:
54         - Initially only replaces sectors/ and sectors2/
55
56         If map.sqlite does not exist in the save dir
57         or the block was not found in the database
58         the map will try to load from sectors folder.
59         In either case, map.sqlite will be created
60         and all future saves will save there.
61
62         Structure of map.sqlite:
63         Tables:
64                 blocks
65                         (PK) INT pos
66                         BLOB data
67 */
68
69 /*
70         Map
71 */
72
73 Map::Map(std::ostream &dout, IGameDef *gamedef):
74         m_dout(dout),
75         m_gamedef(gamedef),
76         m_sector_cache(NULL)
77 {
78 }
79
80 Map::~Map()
81 {
82         /*
83                 Free all MapSectors
84         */
85         for(std::map<v2s16, MapSector*>::iterator i = m_sectors.begin();
86                 i != m_sectors.end(); ++i)
87         {
88                 delete i->second;
89         }
90 }
91
92 void Map::addEventReceiver(MapEventReceiver *event_receiver)
93 {
94         m_event_receivers.insert(event_receiver);
95 }
96
97 void Map::removeEventReceiver(MapEventReceiver *event_receiver)
98 {
99         m_event_receivers.erase(event_receiver);
100 }
101
102 void Map::dispatchEvent(MapEditEvent *event)
103 {
104         for(std::set<MapEventReceiver*>::iterator
105                         i = m_event_receivers.begin();
106                         i != m_event_receivers.end(); ++i)
107         {
108                 (*i)->onMapEditEvent(event);
109         }
110 }
111
112 MapSector * Map::getSectorNoGenerateNoExNoLock(v2s16 p)
113 {
114         if(m_sector_cache != NULL && p == m_sector_cache_p){
115                 MapSector * sector = m_sector_cache;
116                 return sector;
117         }
118
119         std::map<v2s16, MapSector*>::iterator n = m_sectors.find(p);
120
121         if(n == m_sectors.end())
122                 return NULL;
123
124         MapSector *sector = n->second;
125
126         // Cache the last result
127         m_sector_cache_p = p;
128         m_sector_cache = sector;
129
130         return sector;
131 }
132
133 MapSector * Map::getSectorNoGenerateNoEx(v2s16 p)
134 {
135         return getSectorNoGenerateNoExNoLock(p);
136 }
137
138 MapSector * Map::getSectorNoGenerate(v2s16 p)
139 {
140         MapSector *sector = getSectorNoGenerateNoEx(p);
141         if(sector == NULL)
142                 throw InvalidPositionException();
143
144         return sector;
145 }
146
147 MapBlock * Map::getBlockNoCreateNoEx(v3s16 p3d)
148 {
149         v2s16 p2d(p3d.X, p3d.Z);
150         MapSector * sector = getSectorNoGenerateNoEx(p2d);
151         if(sector == NULL)
152                 return NULL;
153         MapBlock *block = sector->getBlockNoCreateNoEx(p3d.Y);
154         return block;
155 }
156
157 MapBlock * Map::getBlockNoCreate(v3s16 p3d)
158 {
159         MapBlock *block = getBlockNoCreateNoEx(p3d);
160         if(block == NULL)
161                 throw InvalidPositionException();
162         return block;
163 }
164
165 bool Map::isNodeUnderground(v3s16 p)
166 {
167         v3s16 blockpos = getNodeBlockPos(p);
168         try{
169                 MapBlock * block = getBlockNoCreate(blockpos);
170                 return block->getIsUnderground();
171         }
172         catch(InvalidPositionException &e)
173         {
174                 return false;
175         }
176 }
177
178 bool Map::isValidPosition(v3s16 p)
179 {
180         v3s16 blockpos = getNodeBlockPos(p);
181         MapBlock *block = getBlockNoCreate(blockpos);
182         return (block != NULL);
183 }
184
185 // Returns a CONTENT_IGNORE node if not found
186 MapNode Map::getNodeNoEx(v3s16 p)
187 {
188         v3s16 blockpos = getNodeBlockPos(p);
189         MapBlock *block = getBlockNoCreateNoEx(blockpos);
190         if(block == NULL)
191                 return MapNode(CONTENT_IGNORE);
192         v3s16 relpos = p - blockpos*MAP_BLOCKSIZE;
193         return block->getNodeNoCheck(relpos);
194 }
195
196 // throws InvalidPositionException if not found
197 MapNode Map::getNode(v3s16 p)
198 {
199         v3s16 blockpos = getNodeBlockPos(p);
200         MapBlock *block = getBlockNoCreateNoEx(blockpos);
201         if(block == NULL)
202                 throw InvalidPositionException();
203         v3s16 relpos = p - blockpos*MAP_BLOCKSIZE;
204         return block->getNodeNoCheck(relpos);
205 }
206
207 // throws InvalidPositionException if not found
208 void Map::setNode(v3s16 p, MapNode & n)
209 {
210         v3s16 blockpos = getNodeBlockPos(p);
211         MapBlock *block = getBlockNoCreate(blockpos);
212         v3s16 relpos = p - blockpos*MAP_BLOCKSIZE;
213         // Never allow placing CONTENT_IGNORE, it fucks up stuff
214         if(n.getContent() == CONTENT_IGNORE){
215                 errorstream<<"Map::setNode(): Not allowing to place CONTENT_IGNORE"
216                                 <<" while trying to replace \""
217                                 <<m_gamedef->ndef()->get(block->getNodeNoCheck(relpos)).name
218                                 <<"\" at "<<PP(p)<<" (block "<<PP(blockpos)<<")"<<std::endl;
219                 debug_stacks_print_to(infostream);
220                 return;
221         }
222         block->setNodeNoCheck(relpos, n);
223 }
224
225
226 /*
227         Goes recursively through the neighbours of the node.
228
229         Alters only transparent nodes.
230
231         If the lighting of the neighbour is lower than the lighting of
232         the node was (before changing it to 0 at the step before), the
233         lighting of the neighbour is set to 0 and then the same stuff
234         repeats for the neighbour.
235
236         The ending nodes of the routine are stored in light_sources.
237         This is useful when a light is removed. In such case, this
238         routine can be called for the light node and then again for
239         light_sources to re-light the area without the removed light.
240
241         values of from_nodes are lighting values.
242 */
243 void Map::unspreadLight(enum LightBank bank,
244                 std::map<v3s16, u8> & from_nodes,
245                 std::set<v3s16> & light_sources,
246                 std::map<v3s16, MapBlock*>  & modified_blocks)
247 {
248         INodeDefManager *nodemgr = m_gamedef->ndef();
249
250         v3s16 dirs[6] = {
251                 v3s16(0,0,1), // back
252                 v3s16(0,1,0), // top
253                 v3s16(1,0,0), // right
254                 v3s16(0,0,-1), // front
255                 v3s16(0,-1,0), // bottom
256                 v3s16(-1,0,0), // left
257         };
258
259         if(from_nodes.size() == 0)
260                 return;
261
262         u32 blockchangecount = 0;
263
264         std::map<v3s16, u8> unlighted_nodes;
265
266         /*
267                 Initialize block cache
268         */
269         v3s16 blockpos_last;
270         MapBlock *block = NULL;
271         // Cache this a bit, too
272         bool block_checked_in_modified = false;
273
274         for(std::map<v3s16, u8>::iterator j = from_nodes.begin();
275                 j != from_nodes.end(); ++j)
276         {
277                 v3s16 pos = j->first;
278                 v3s16 blockpos = getNodeBlockPos(pos);
279
280                 // Only fetch a new block if the block position has changed
281                 try{
282                         if(block == NULL || blockpos != blockpos_last){
283                                 block = getBlockNoCreate(blockpos);
284                                 blockpos_last = blockpos;
285
286                                 block_checked_in_modified = false;
287                                 blockchangecount++;
288                         }
289                 }
290                 catch(InvalidPositionException &e)
291                 {
292                         continue;
293                 }
294
295                 if(block->isDummy())
296                         continue;
297
298                 // Calculate relative position in block
299                 //v3s16 relpos = pos - blockpos_last * MAP_BLOCKSIZE;
300
301                 // Get node straight from the block
302                 //MapNode n = block->getNode(relpos);
303
304                 u8 oldlight = j->second;
305
306                 // Loop through 6 neighbors
307                 for(u16 i=0; i<6; i++)
308                 {
309                         // Get the position of the neighbor node
310                         v3s16 n2pos = pos + dirs[i];
311
312                         // Get the block where the node is located
313                         v3s16 blockpos = getNodeBlockPos(n2pos);
314
315                         try
316                         {
317                                 // Only fetch a new block if the block position has changed
318                                 try{
319                                         if(block == NULL || blockpos != blockpos_last){
320                                                 block = getBlockNoCreate(blockpos);
321                                                 blockpos_last = blockpos;
322
323                                                 block_checked_in_modified = false;
324                                                 blockchangecount++;
325                                         }
326                                 }
327                                 catch(InvalidPositionException &e)
328                                 {
329                                         continue;
330                                 }
331
332                                 // Calculate relative position in block
333                                 v3s16 relpos = n2pos - blockpos * MAP_BLOCKSIZE;
334                                 // Get node straight from the block
335                                 MapNode n2 = block->getNode(relpos);
336
337                                 bool changed = false;
338
339                                 //TODO: Optimize output by optimizing light_sources?
340
341                                 /*
342                                         If the neighbor is dimmer than what was specified
343                                         as oldlight (the light of the previous node)
344                                 */
345                                 if(n2.getLight(bank, nodemgr) < oldlight)
346                                 {
347                                         /*
348                                                 And the neighbor is transparent and it has some light
349                                         */
350                                         if(nodemgr->get(n2).light_propagates
351                                                         && n2.getLight(bank, nodemgr) != 0)
352                                         {
353                                                 /*
354                                                         Set light to 0 and add to queue
355                                                 */
356
357                                                 u8 current_light = n2.getLight(bank, nodemgr);
358                                                 n2.setLight(bank, 0, nodemgr);
359                                                 block->setNode(relpos, n2);
360
361                                                 unlighted_nodes[n2pos] = current_light;
362                                                 changed = true;
363
364                                                 /*
365                                                         Remove from light_sources if it is there
366                                                         NOTE: This doesn't happen nearly at all
367                                                 */
368                                                 /*if(light_sources.find(n2pos))
369                                                 {
370                                                         infostream<<"Removed from light_sources"<<std::endl;
371                                                         light_sources.remove(n2pos);
372                                                 }*/
373                                         }
374
375                                         /*// DEBUG
376                                         if(light_sources.find(n2pos) != NULL)
377                                                 light_sources.remove(n2pos);*/
378                                 }
379                                 else{
380                                         light_sources.insert(n2pos);
381                                 }
382
383                                 // Add to modified_blocks
384                                 if(changed == true && block_checked_in_modified == false)
385                                 {
386                                         // If the block is not found in modified_blocks, add.
387                                         if(modified_blocks.find(blockpos) == modified_blocks.end())
388                                         {
389                                                 modified_blocks[blockpos] = block;
390                                         }
391                                         block_checked_in_modified = true;
392                                 }
393                         }
394                         catch(InvalidPositionException &e)
395                         {
396                                 continue;
397                         }
398                 }
399         }
400
401         /*infostream<<"unspreadLight(): Changed block "
402                         <<blockchangecount<<" times"
403                         <<" for "<<from_nodes.size()<<" nodes"
404                         <<std::endl;*/
405
406         if(unlighted_nodes.size() > 0)
407                 unspreadLight(bank, unlighted_nodes, light_sources, modified_blocks);
408 }
409
410 /*
411         A single-node wrapper of the above
412 */
413 void Map::unLightNeighbors(enum LightBank bank,
414                 v3s16 pos, u8 lightwas,
415                 std::set<v3s16> & light_sources,
416                 std::map<v3s16, MapBlock*>  & modified_blocks)
417 {
418         std::map<v3s16, u8> from_nodes;
419         from_nodes[pos] = lightwas;
420
421         unspreadLight(bank, from_nodes, light_sources, modified_blocks);
422 }
423
424 /*
425         Lights neighbors of from_nodes, collects all them and then
426         goes on recursively.
427 */
428 void Map::spreadLight(enum LightBank bank,
429                 std::set<v3s16> & from_nodes,
430                 std::map<v3s16, MapBlock*> & modified_blocks)
431 {
432         INodeDefManager *nodemgr = m_gamedef->ndef();
433
434         const v3s16 dirs[6] = {
435                 v3s16(0,0,1), // back
436                 v3s16(0,1,0), // top
437                 v3s16(1,0,0), // right
438                 v3s16(0,0,-1), // front
439                 v3s16(0,-1,0), // bottom
440                 v3s16(-1,0,0), // left
441         };
442
443         if(from_nodes.size() == 0)
444                 return;
445
446         u32 blockchangecount = 0;
447
448         std::set<v3s16> lighted_nodes;
449
450         /*
451                 Initialize block cache
452         */
453         v3s16 blockpos_last;
454         MapBlock *block = NULL;
455         // Cache this a bit, too
456         bool block_checked_in_modified = false;
457
458         for(std::set<v3s16>::iterator j = from_nodes.begin();
459                 j != from_nodes.end(); ++j)
460         {
461                 v3s16 pos = *j;
462                 v3s16 blockpos = getNodeBlockPos(pos);
463
464                 // Only fetch a new block if the block position has changed
465                 try{
466                         if(block == NULL || blockpos != blockpos_last){
467                                 block = getBlockNoCreate(blockpos);
468                                 blockpos_last = blockpos;
469
470                                 block_checked_in_modified = false;
471                                 blockchangecount++;
472                         }
473                 }
474                 catch(InvalidPositionException &e)
475                 {
476                         continue;
477                 }
478
479                 if(block->isDummy())
480                         continue;
481
482                 // Calculate relative position in block
483                 v3s16 relpos = pos - blockpos_last * MAP_BLOCKSIZE;
484
485                 // Get node straight from the block
486                 MapNode n = block->getNode(relpos);
487
488                 u8 oldlight = n.getLight(bank, nodemgr);
489                 u8 newlight = diminish_light(oldlight);
490
491                 // Loop through 6 neighbors
492                 for(u16 i=0; i<6; i++){
493                         // Get the position of the neighbor node
494                         v3s16 n2pos = pos + dirs[i];
495
496                         // Get the block where the node is located
497                         v3s16 blockpos = getNodeBlockPos(n2pos);
498
499                         try
500                         {
501                                 // Only fetch a new block if the block position has changed
502                                 try{
503                                         if(block == NULL || blockpos != blockpos_last){
504                                                 block = getBlockNoCreate(blockpos);
505                                                 blockpos_last = blockpos;
506
507                                                 block_checked_in_modified = false;
508                                                 blockchangecount++;
509                                         }
510                                 }
511                                 catch(InvalidPositionException &e)
512                                 {
513                                         continue;
514                                 }
515
516                                 // Calculate relative position in block
517                                 v3s16 relpos = n2pos - blockpos * MAP_BLOCKSIZE;
518                                 // Get node straight from the block
519                                 MapNode n2 = block->getNode(relpos);
520
521                                 bool changed = false;
522                                 /*
523                                         If the neighbor is brighter than the current node,
524                                         add to list (it will light up this node on its turn)
525                                 */
526                                 if(n2.getLight(bank, nodemgr) > undiminish_light(oldlight))
527                                 {
528                                         lighted_nodes.insert(n2pos);
529                                         changed = true;
530                                 }
531                                 /*
532                                         If the neighbor is dimmer than how much light this node
533                                         would spread on it, add to list
534                                 */
535                                 if(n2.getLight(bank, nodemgr) < newlight)
536                                 {
537                                         if(nodemgr->get(n2).light_propagates)
538                                         {
539                                                 n2.setLight(bank, newlight, nodemgr);
540                                                 block->setNode(relpos, n2);
541                                                 lighted_nodes.insert(n2pos);
542                                                 changed = true;
543                                         }
544                                 }
545
546                                 // Add to modified_blocks
547                                 if(changed == true && block_checked_in_modified == false)
548                                 {
549                                         // If the block is not found in modified_blocks, add.
550                                         if(modified_blocks.find(blockpos) == modified_blocks.end())
551                                         {
552                                                 modified_blocks[blockpos] = block;
553                                         }
554                                         block_checked_in_modified = true;
555                                 }
556                         }
557                         catch(InvalidPositionException &e)
558                         {
559                                 continue;
560                         }
561                 }
562         }
563
564         /*infostream<<"spreadLight(): Changed block "
565                         <<blockchangecount<<" times"
566                         <<" for "<<from_nodes.size()<<" nodes"
567                         <<std::endl;*/
568
569         if(lighted_nodes.size() > 0)
570                 spreadLight(bank, lighted_nodes, modified_blocks);
571 }
572
573 /*
574         A single-node source variation of the above.
575 */
576 void Map::lightNeighbors(enum LightBank bank,
577                 v3s16 pos,
578                 std::map<v3s16, MapBlock*> & modified_blocks)
579 {
580         std::set<v3s16> from_nodes;
581         from_nodes.insert(pos);
582         spreadLight(bank, from_nodes, modified_blocks);
583 }
584
585 v3s16 Map::getBrightestNeighbour(enum LightBank bank, v3s16 p)
586 {
587         INodeDefManager *nodemgr = m_gamedef->ndef();
588
589         v3s16 dirs[6] = {
590                 v3s16(0,0,1), // back
591                 v3s16(0,1,0), // top
592                 v3s16(1,0,0), // right
593                 v3s16(0,0,-1), // front
594                 v3s16(0,-1,0), // bottom
595                 v3s16(-1,0,0), // left
596         };
597
598         u8 brightest_light = 0;
599         v3s16 brightest_pos(0,0,0);
600         bool found_something = false;
601
602         // Loop through 6 neighbors
603         for(u16 i=0; i<6; i++){
604                 // Get the position of the neighbor node
605                 v3s16 n2pos = p + dirs[i];
606                 MapNode n2;
607                 try{
608                         n2 = getNode(n2pos);
609                 }
610                 catch(InvalidPositionException &e)
611                 {
612                         continue;
613                 }
614                 if(n2.getLight(bank, nodemgr) > brightest_light || found_something == false){
615                         brightest_light = n2.getLight(bank, nodemgr);
616                         brightest_pos = n2pos;
617                         found_something = true;
618                 }
619         }
620
621         if(found_something == false)
622                 throw InvalidPositionException();
623
624         return brightest_pos;
625 }
626
627 /*
628         Propagates sunlight down from a node.
629         Starting point gets sunlight.
630
631         Returns the lowest y value of where the sunlight went.
632
633         Mud is turned into grass in where the sunlight stops.
634 */
635 s16 Map::propagateSunlight(v3s16 start,
636                 std::map<v3s16, MapBlock*> & modified_blocks)
637 {
638         INodeDefManager *nodemgr = m_gamedef->ndef();
639
640         s16 y = start.Y;
641         for(; ; y--)
642         {
643                 v3s16 pos(start.X, y, start.Z);
644
645                 v3s16 blockpos = getNodeBlockPos(pos);
646                 MapBlock *block;
647                 try{
648                         block = getBlockNoCreate(blockpos);
649                 }
650                 catch(InvalidPositionException &e)
651                 {
652                         break;
653                 }
654
655                 v3s16 relpos = pos - blockpos*MAP_BLOCKSIZE;
656                 MapNode n = block->getNode(relpos);
657
658                 if(nodemgr->get(n).sunlight_propagates)
659                 {
660                         n.setLight(LIGHTBANK_DAY, LIGHT_SUN, nodemgr);
661                         block->setNode(relpos, n);
662
663                         modified_blocks[blockpos] = block;
664                 }
665                 else
666                 {
667                         // Sunlight goes no further
668                         break;
669                 }
670         }
671         return y + 1;
672 }
673
674 void Map::updateLighting(enum LightBank bank,
675                 std::map<v3s16, MapBlock*> & a_blocks,
676                 std::map<v3s16, MapBlock*> & modified_blocks)
677 {
678         INodeDefManager *nodemgr = m_gamedef->ndef();
679
680         /*m_dout<<DTIME<<"Map::updateLighting(): "
681                         <<a_blocks.size()<<" blocks."<<std::endl;*/
682
683         //TimeTaker timer("updateLighting");
684
685         // For debugging
686         //bool debug=true;
687         //u32 count_was = modified_blocks.size();
688
689         std::map<v3s16, MapBlock*> blocks_to_update;
690
691         std::set<v3s16> light_sources;
692
693         std::map<v3s16, u8> unlight_from;
694
695         int num_bottom_invalid = 0;
696
697         {
698         //TimeTaker t("first stuff");
699
700         for(std::map<v3s16, MapBlock*>::iterator i = a_blocks.begin();
701                 i != a_blocks.end(); ++i)
702         {
703                 MapBlock *block = i->second;
704
705                 for(;;)
706                 {
707                         // Don't bother with dummy blocks.
708                         if(block->isDummy())
709                                 break;
710
711                         v3s16 pos = block->getPos();
712                         v3s16 posnodes = block->getPosRelative();
713                         modified_blocks[pos] = block;
714                         blocks_to_update[pos] = block;
715
716                         /*
717                                 Clear all light from block
718                         */
719                         for(s16 z=0; z<MAP_BLOCKSIZE; z++)
720                         for(s16 x=0; x<MAP_BLOCKSIZE; x++)
721                         for(s16 y=0; y<MAP_BLOCKSIZE; y++)
722                         {
723
724                                 try{
725                                         v3s16 p(x,y,z);
726                                         MapNode n = block->getNode(p);
727                                         u8 oldlight = n.getLight(bank, nodemgr);
728                                         n.setLight(bank, 0, nodemgr);
729                                         block->setNode(p, n);
730
731                                         // If node sources light, add to list
732                                         u8 source = nodemgr->get(n).light_source;
733                                         if(source != 0)
734                                                 light_sources.insert(p + posnodes);
735
736                                         // Collect borders for unlighting
737                                         if((x==0 || x == MAP_BLOCKSIZE-1
738                                         || y==0 || y == MAP_BLOCKSIZE-1
739                                         || z==0 || z == MAP_BLOCKSIZE-1)
740                                         && oldlight != 0)
741                                         {
742                                                 v3s16 p_map = p + posnodes;
743                                                 unlight_from[p_map] = oldlight;
744                                         }
745                                 }
746                                 catch(InvalidPositionException &e)
747                                 {
748                                         /*
749                                                 This would happen when dealing with a
750                                                 dummy block.
751                                         */
752                                         //assert(0);
753                                         infostream<<"updateLighting(): InvalidPositionException"
754                                                         <<std::endl;
755                                 }
756                         }
757
758                         if(bank == LIGHTBANK_DAY)
759                         {
760                                 bool bottom_valid = block->propagateSunlight(light_sources);
761
762                                 if(!bottom_valid)
763                                         num_bottom_invalid++;
764
765                                 // If bottom is valid, we're done.
766                                 if(bottom_valid)
767                                         break;
768                         }
769                         else if(bank == LIGHTBANK_NIGHT)
770                         {
771                                 // For night lighting, sunlight is not propagated
772                                 break;
773                         }
774                         else
775                         {
776                                 // Invalid lighting bank
777                                 assert(0);
778                         }
779
780                         /*infostream<<"Bottom for sunlight-propagated block ("
781                                         <<pos.X<<","<<pos.Y<<","<<pos.Z<<") not valid"
782                                         <<std::endl;*/
783
784                         // Bottom sunlight is not valid; get the block and loop to it
785
786                         pos.Y--;
787                         try{
788                                 block = getBlockNoCreate(pos);
789                         }
790                         catch(InvalidPositionException &e)
791                         {
792                                 assert(0);
793                         }
794
795                 }
796         }
797
798         }
799
800         /*
801                 Enable this to disable proper lighting for speeding up map
802                 generation for testing or whatever
803         */
804 #if 0
805         //if(g_settings->get(""))
806         {
807                 core::map<v3s16, MapBlock*>::Iterator i;
808                 i = blocks_to_update.getIterator();
809                 for(; i.atEnd() == false; i++)
810                 {
811                         MapBlock *block = i.getNode()->getValue();
812                         v3s16 p = block->getPos();
813                         block->setLightingExpired(false);
814                 }
815                 return;
816         }
817 #endif
818
819 #if 1
820         {
821                 //TimeTaker timer("unspreadLight");
822                 unspreadLight(bank, unlight_from, light_sources, modified_blocks);
823         }
824
825         /*if(debug)
826         {
827                 u32 diff = modified_blocks.size() - count_was;
828                 count_was = modified_blocks.size();
829                 infostream<<"unspreadLight modified "<<diff<<std::endl;
830         }*/
831
832         {
833                 //TimeTaker timer("spreadLight");
834                 spreadLight(bank, light_sources, modified_blocks);
835         }
836
837         /*if(debug)
838         {
839                 u32 diff = modified_blocks.size() - count_was;
840                 count_was = modified_blocks.size();
841                 infostream<<"spreadLight modified "<<diff<<std::endl;
842         }*/
843 #endif
844
845 #if 0
846         {
847                 //MapVoxelManipulator vmanip(this);
848
849                 // Make a manual voxel manipulator and load all the blocks
850                 // that touch the requested blocks
851                 ManualMapVoxelManipulator vmanip(this);
852
853                 {
854                 //TimeTaker timer("initialEmerge");
855
856                 core::map<v3s16, MapBlock*>::Iterator i;
857                 i = blocks_to_update.getIterator();
858                 for(; i.atEnd() == false; i++)
859                 {
860                         MapBlock *block = i.getNode()->getValue();
861                         v3s16 p = block->getPos();
862
863                         // Add all surrounding blocks
864                         vmanip.initialEmerge(p - v3s16(1,1,1), p + v3s16(1,1,1));
865
866                         /*
867                                 Add all surrounding blocks that have up-to-date lighting
868                                 NOTE: This doesn't quite do the job (not everything
869                                           appropriate is lighted)
870                         */
871                         /*for(s16 z=-1; z<=1; z++)
872                         for(s16 y=-1; y<=1; y++)
873                         for(s16 x=-1; x<=1; x++)
874                         {
875                                 v3s16 p2 = p + v3s16(x,y,z);
876                                 MapBlock *block = getBlockNoCreateNoEx(p2);
877                                 if(block == NULL)
878                                         continue;
879                                 if(block->isDummy())
880                                         continue;
881                                 if(block->getLightingExpired())
882                                         continue;
883                                 vmanip.initialEmerge(p2, p2);
884                         }*/
885
886                         // Lighting of block will be updated completely
887                         block->setLightingExpired(false);
888                 }
889                 }
890
891                 {
892                         //TimeTaker timer("unSpreadLight");
893                         vmanip.unspreadLight(bank, unlight_from, light_sources, nodemgr);
894                 }
895                 {
896                         //TimeTaker timer("spreadLight");
897                         vmanip.spreadLight(bank, light_sources, nodemgr);
898                 }
899                 {
900                         //TimeTaker timer("blitBack");
901                         vmanip.blitBack(modified_blocks);
902                 }
903                 /*infostream<<"emerge_time="<<emerge_time<<std::endl;
904                 emerge_time = 0;*/
905         }
906 #endif
907
908         //m_dout<<"Done ("<<getTimestamp()<<")"<<std::endl;
909 }
910
911 void Map::updateLighting(std::map<v3s16, MapBlock*> & a_blocks,
912                 std::map<v3s16, MapBlock*> & modified_blocks)
913 {
914         updateLighting(LIGHTBANK_DAY, a_blocks, modified_blocks);
915         updateLighting(LIGHTBANK_NIGHT, a_blocks, modified_blocks);
916
917         /*
918                 Update information about whether day and night light differ
919         */
920         for(std::map<v3s16, MapBlock*>::iterator
921                         i = modified_blocks.begin();
922                         i != modified_blocks.end(); ++i)
923         {
924                 MapBlock *block = i->second;
925                 block->expireDayNightDiff();
926         }
927 }
928
929 /*
930 */
931 void Map::addNodeAndUpdate(v3s16 p, MapNode n,
932                 std::map<v3s16, MapBlock*> &modified_blocks,
933                 bool remove_metadata)
934 {
935         INodeDefManager *ndef = m_gamedef->ndef();
936
937         /*PrintInfo(m_dout);
938         m_dout<<DTIME<<"Map::addNodeAndUpdate(): p=("
939                         <<p.X<<","<<p.Y<<","<<p.Z<<")"<<std::endl;*/
940
941         /*
942                 From this node to nodes underneath:
943                 If lighting is sunlight (1.0), unlight neighbours and
944                 set lighting to 0.
945                 Else discontinue.
946         */
947
948         v3s16 toppos = p + v3s16(0,1,0);
949         //v3s16 bottompos = p + v3s16(0,-1,0);
950
951         bool node_under_sunlight = true;
952         std::set<v3s16> light_sources;
953
954         /*
955                 Collect old node for rollback
956         */
957         RollbackNode rollback_oldnode(this, p, m_gamedef);
958
959         /*
960                 If there is a node at top and it doesn't have sunlight,
961                 there has not been any sunlight going down.
962
963                 Otherwise there probably is.
964         */
965         try{
966                 MapNode topnode = getNode(toppos);
967
968                 if(topnode.getLight(LIGHTBANK_DAY, ndef) != LIGHT_SUN)
969                         node_under_sunlight = false;
970         }
971         catch(InvalidPositionException &e)
972         {
973         }
974
975         /*
976                 Remove all light that has come out of this node
977         */
978
979         enum LightBank banks[] =
980         {
981                 LIGHTBANK_DAY,
982                 LIGHTBANK_NIGHT
983         };
984         for(s32 i=0; i<2; i++)
985         {
986                 enum LightBank bank = banks[i];
987
988                 u8 lightwas = getNode(p).getLight(bank, ndef);
989
990                 // Add the block of the added node to modified_blocks
991                 v3s16 blockpos = getNodeBlockPos(p);
992                 MapBlock * block = getBlockNoCreate(blockpos);
993                 assert(block != NULL);
994                 modified_blocks[blockpos] = block;
995
996                 assert(isValidPosition(p));
997
998                 // Unlight neighbours of node.
999                 // This means setting light of all consequent dimmer nodes
1000                 // to 0.
1001                 // This also collects the nodes at the border which will spread
1002                 // light again into this.
1003                 unLightNeighbors(bank, p, lightwas, light_sources, modified_blocks);
1004
1005                 n.setLight(bank, 0, ndef);
1006         }
1007
1008         /*
1009                 If node lets sunlight through and is under sunlight, it has
1010                 sunlight too.
1011         */
1012         if(node_under_sunlight && ndef->get(n).sunlight_propagates)
1013         {
1014                 n.setLight(LIGHTBANK_DAY, LIGHT_SUN, ndef);
1015         }
1016
1017         /*
1018                 Remove node metadata
1019         */
1020         if (remove_metadata) {
1021                 removeNodeMetadata(p);
1022         }
1023
1024         /*
1025                 Set the node on the map
1026         */
1027
1028         setNode(p, n);
1029
1030         /*
1031                 If node is under sunlight and doesn't let sunlight through,
1032                 take all sunlighted nodes under it and clear light from them
1033                 and from where the light has been spread.
1034                 TODO: This could be optimized by mass-unlighting instead
1035                           of looping
1036         */
1037         if(node_under_sunlight && !ndef->get(n).sunlight_propagates)
1038         {
1039                 s16 y = p.Y - 1;
1040                 for(;; y--){
1041                         //m_dout<<DTIME<<"y="<<y<<std::endl;
1042                         v3s16 n2pos(p.X, y, p.Z);
1043
1044                         MapNode n2;
1045                         try{
1046                                 n2 = getNode(n2pos);
1047                         }
1048                         catch(InvalidPositionException &e)
1049                         {
1050                                 break;
1051                         }
1052
1053                         if(n2.getLight(LIGHTBANK_DAY, ndef) == LIGHT_SUN)
1054                         {
1055                                 unLightNeighbors(LIGHTBANK_DAY,
1056                                                 n2pos, n2.getLight(LIGHTBANK_DAY, ndef),
1057                                                 light_sources, modified_blocks);
1058                                 n2.setLight(LIGHTBANK_DAY, 0, ndef);
1059                                 setNode(n2pos, n2);
1060                         }
1061                         else
1062                                 break;
1063                 }
1064         }
1065
1066         for(s32 i=0; i<2; i++)
1067         {
1068                 enum LightBank bank = banks[i];
1069
1070                 /*
1071                         Spread light from all nodes that might be capable of doing so
1072                 */
1073                 spreadLight(bank, light_sources, modified_blocks);
1074         }
1075
1076         /*
1077                 Update information about whether day and night light differ
1078         */
1079         for(std::map<v3s16, MapBlock*>::iterator
1080                         i = modified_blocks.begin();
1081                         i != modified_blocks.end(); ++i)
1082         {
1083                 i->second->expireDayNightDiff();
1084         }
1085
1086         /*
1087                 Report for rollback
1088         */
1089         if(m_gamedef->rollback())
1090         {
1091                 RollbackNode rollback_newnode(this, p, m_gamedef);
1092                 RollbackAction action;
1093                 action.setSetNode(p, rollback_oldnode, rollback_newnode);
1094                 m_gamedef->rollback()->reportAction(action);
1095         }
1096
1097         /*
1098                 Add neighboring liquid nodes and the node itself if it is
1099                 liquid (=water node was added) to transform queue.
1100                 note: todo: for liquid_finite enough to add only self node
1101         */
1102         v3s16 dirs[7] = {
1103                 v3s16(0,0,0), // self
1104                 v3s16(0,0,1), // back
1105                 v3s16(0,1,0), // top
1106                 v3s16(1,0,0), // right
1107                 v3s16(0,0,-1), // front
1108                 v3s16(0,-1,0), // bottom
1109                 v3s16(-1,0,0), // left
1110         };
1111         for(u16 i=0; i<7; i++)
1112         {
1113                 try
1114                 {
1115
1116                 v3s16 p2 = p + dirs[i];
1117
1118                 MapNode n2 = getNode(p2);
1119                 if(ndef->get(n2).isLiquid() || n2.getContent() == CONTENT_AIR)
1120                 {
1121                         m_transforming_liquid.push_back(p2);
1122                 }
1123
1124                 }catch(InvalidPositionException &e)
1125                 {
1126                 }
1127         }
1128 }
1129
1130 /*
1131 */
1132 void Map::removeNodeAndUpdate(v3s16 p,
1133                 std::map<v3s16, MapBlock*> &modified_blocks)
1134 {
1135         INodeDefManager *ndef = m_gamedef->ndef();
1136
1137         /*PrintInfo(m_dout);
1138         m_dout<<DTIME<<"Map::removeNodeAndUpdate(): p=("
1139                         <<p.X<<","<<p.Y<<","<<p.Z<<")"<<std::endl;*/
1140
1141         bool node_under_sunlight = true;
1142
1143         v3s16 toppos = p + v3s16(0,1,0);
1144
1145         // Node will be replaced with this
1146         content_t replace_material = CONTENT_AIR;
1147
1148         /*
1149                 Collect old node for rollback
1150         */
1151         RollbackNode rollback_oldnode(this, p, m_gamedef);
1152
1153         /*
1154                 If there is a node at top and it doesn't have sunlight,
1155                 there will be no sunlight going down.
1156         */
1157         try{
1158                 MapNode topnode = getNode(toppos);
1159
1160                 if(topnode.getLight(LIGHTBANK_DAY, ndef) != LIGHT_SUN)
1161                         node_under_sunlight = false;
1162         }
1163         catch(InvalidPositionException &e)
1164         {
1165         }
1166
1167         std::set<v3s16> light_sources;
1168
1169         enum LightBank banks[] =
1170         {
1171                 LIGHTBANK_DAY,
1172                 LIGHTBANK_NIGHT
1173         };
1174         for(s32 i=0; i<2; i++)
1175         {
1176                 enum LightBank bank = banks[i];
1177
1178                 /*
1179                         Unlight neighbors (in case the node is a light source)
1180                 */
1181                 unLightNeighbors(bank, p,
1182                                 getNode(p).getLight(bank, ndef),
1183                                 light_sources, modified_blocks);
1184         }
1185
1186         /*
1187                 Remove node metadata
1188         */
1189
1190         removeNodeMetadata(p);
1191
1192         /*
1193                 Remove the node.
1194                 This also clears the lighting.
1195         */
1196
1197         MapNode n;
1198         n.setContent(replace_material);
1199         setNode(p, n);
1200
1201         for(s32 i=0; i<2; i++)
1202         {
1203                 enum LightBank bank = banks[i];
1204
1205                 /*
1206                         Recalculate lighting
1207                 */
1208                 spreadLight(bank, light_sources, modified_blocks);
1209         }
1210
1211         // Add the block of the removed node to modified_blocks
1212         v3s16 blockpos = getNodeBlockPos(p);
1213         MapBlock * block = getBlockNoCreate(blockpos);
1214         assert(block != NULL);
1215         modified_blocks[blockpos] = block;
1216
1217         /*
1218                 If the removed node was under sunlight, propagate the
1219                 sunlight down from it and then light all neighbors
1220                 of the propagated blocks.
1221         */
1222         if(node_under_sunlight)
1223         {
1224                 s16 ybottom = propagateSunlight(p, modified_blocks);
1225                 /*m_dout<<DTIME<<"Node was under sunlight. "
1226                                 "Propagating sunlight";
1227                 m_dout<<DTIME<<" -> ybottom="<<ybottom<<std::endl;*/
1228                 s16 y = p.Y;
1229                 for(; y >= ybottom; y--)
1230                 {
1231                         v3s16 p2(p.X, y, p.Z);
1232                         /*m_dout<<DTIME<<"lighting neighbors of node ("
1233                                         <<p2.X<<","<<p2.Y<<","<<p2.Z<<")"
1234                                         <<std::endl;*/
1235                         lightNeighbors(LIGHTBANK_DAY, p2, modified_blocks);
1236                 }
1237         }
1238         else
1239         {
1240                 // Set the lighting of this node to 0
1241                 // TODO: Is this needed? Lighting is cleared up there already.
1242                 try{
1243                         MapNode n = getNode(p);
1244                         n.setLight(LIGHTBANK_DAY, 0, ndef);
1245                         setNode(p, n);
1246                 }
1247                 catch(InvalidPositionException &e)
1248                 {
1249                         assert(0);
1250                 }
1251         }
1252
1253         for(s32 i=0; i<2; i++)
1254         {
1255                 enum LightBank bank = banks[i];
1256
1257                 // Get the brightest neighbour node and propagate light from it
1258                 v3s16 n2p = getBrightestNeighbour(bank, p);
1259                 try{
1260                         //MapNode n2 = getNode(n2p);
1261                         lightNeighbors(bank, n2p, modified_blocks);
1262                 }
1263                 catch(InvalidPositionException &e)
1264                 {
1265                 }
1266         }
1267
1268         /*
1269                 Update information about whether day and night light differ
1270         */
1271         for(std::map<v3s16, MapBlock*>::iterator
1272                         i = modified_blocks.begin();
1273                         i != modified_blocks.end(); ++i)
1274         {
1275                 i->second->expireDayNightDiff();
1276         }
1277
1278         /*
1279                 Report for rollback
1280         */
1281         if(m_gamedef->rollback())
1282         {
1283                 RollbackNode rollback_newnode(this, p, m_gamedef);
1284                 RollbackAction action;
1285                 action.setSetNode(p, rollback_oldnode, rollback_newnode);
1286                 m_gamedef->rollback()->reportAction(action);
1287         }
1288
1289         /*
1290                 Add neighboring liquid nodes and this node to transform queue.
1291                 (it's vital for the node itself to get updated last.)
1292                 note: todo: for liquid_finite enough to add only self node
1293         */
1294         v3s16 dirs[7] = {
1295                 v3s16(0,0,1), // back
1296                 v3s16(0,1,0), // top
1297                 v3s16(1,0,0), // right
1298                 v3s16(0,0,-1), // front
1299                 v3s16(0,-1,0), // bottom
1300                 v3s16(-1,0,0), // left
1301                 v3s16(0,0,0), // self
1302         };
1303         for(u16 i=0; i<7; i++)
1304         {
1305                 try
1306                 {
1307
1308                 v3s16 p2 = p + dirs[i];
1309
1310                 MapNode n2 = getNode(p2);
1311                 if(ndef->get(n2).isLiquid() || n2.getContent() == CONTENT_AIR)
1312                 {
1313                         m_transforming_liquid.push_back(p2);
1314                 }
1315
1316                 }catch(InvalidPositionException &e)
1317                 {
1318                 }
1319         }
1320 }
1321
1322 bool Map::addNodeWithEvent(v3s16 p, MapNode n, bool remove_metadata)
1323 {
1324         MapEditEvent event;
1325         event.type = remove_metadata ? MEET_ADDNODE : MEET_SWAPNODE;
1326         event.p = p;
1327         event.n = n;
1328
1329         bool succeeded = true;
1330         try{
1331                 std::map<v3s16, MapBlock*> modified_blocks;
1332                 addNodeAndUpdate(p, n, modified_blocks, remove_metadata);
1333
1334                 // Copy modified_blocks to event
1335                 for(std::map<v3s16, MapBlock*>::iterator
1336                                 i = modified_blocks.begin();
1337                                 i != modified_blocks.end(); ++i)
1338                 {
1339                         event.modified_blocks.insert(i->first);
1340                 }
1341         }
1342         catch(InvalidPositionException &e){
1343                 succeeded = false;
1344         }
1345
1346         dispatchEvent(&event);
1347
1348         return succeeded;
1349 }
1350
1351 bool Map::removeNodeWithEvent(v3s16 p)
1352 {
1353         MapEditEvent event;
1354         event.type = MEET_REMOVENODE;
1355         event.p = p;
1356
1357         bool succeeded = true;
1358         try{
1359                 std::map<v3s16, MapBlock*> modified_blocks;
1360                 removeNodeAndUpdate(p, modified_blocks);
1361
1362                 // Copy modified_blocks to event
1363                 for(std::map<v3s16, MapBlock*>::iterator
1364                                 i = modified_blocks.begin();
1365                                 i != modified_blocks.end(); ++i)
1366                 {
1367                         event.modified_blocks.insert(i->first);
1368                 }
1369         }
1370         catch(InvalidPositionException &e){
1371                 succeeded = false;
1372         }
1373
1374         dispatchEvent(&event);
1375
1376         return succeeded;
1377 }
1378
1379 bool Map::getDayNightDiff(v3s16 blockpos)
1380 {
1381         try{
1382                 v3s16 p = blockpos + v3s16(0,0,0);
1383                 MapBlock *b = getBlockNoCreate(p);
1384                 if(b->getDayNightDiff())
1385                         return true;
1386         }
1387         catch(InvalidPositionException &e){}
1388         // Leading edges
1389         try{
1390                 v3s16 p = blockpos + v3s16(-1,0,0);
1391                 MapBlock *b = getBlockNoCreate(p);
1392                 if(b->getDayNightDiff())
1393                         return true;
1394         }
1395         catch(InvalidPositionException &e){}
1396         try{
1397                 v3s16 p = blockpos + v3s16(0,-1,0);
1398                 MapBlock *b = getBlockNoCreate(p);
1399                 if(b->getDayNightDiff())
1400                         return true;
1401         }
1402         catch(InvalidPositionException &e){}
1403         try{
1404                 v3s16 p = blockpos + v3s16(0,0,-1);
1405                 MapBlock *b = getBlockNoCreate(p);
1406                 if(b->getDayNightDiff())
1407                         return true;
1408         }
1409         catch(InvalidPositionException &e){}
1410         // Trailing edges
1411         try{
1412                 v3s16 p = blockpos + v3s16(1,0,0);
1413                 MapBlock *b = getBlockNoCreate(p);
1414                 if(b->getDayNightDiff())
1415                         return true;
1416         }
1417         catch(InvalidPositionException &e){}
1418         try{
1419                 v3s16 p = blockpos + v3s16(0,1,0);
1420                 MapBlock *b = getBlockNoCreate(p);
1421                 if(b->getDayNightDiff())
1422                         return true;
1423         }
1424         catch(InvalidPositionException &e){}
1425         try{
1426                 v3s16 p = blockpos + v3s16(0,0,1);
1427                 MapBlock *b = getBlockNoCreate(p);
1428                 if(b->getDayNightDiff())
1429                         return true;
1430         }
1431         catch(InvalidPositionException &e){}
1432
1433         return false;
1434 }
1435
1436 /*
1437         Updates usage timers
1438 */
1439 void Map::timerUpdate(float dtime, float unload_timeout,
1440                 std::list<v3s16> *unloaded_blocks)
1441 {
1442         bool save_before_unloading = (mapType() == MAPTYPE_SERVER);
1443
1444         // Profile modified reasons
1445         Profiler modprofiler;
1446
1447         std::list<v2s16> sector_deletion_queue;
1448         u32 deleted_blocks_count = 0;
1449         u32 saved_blocks_count = 0;
1450         u32 block_count_all = 0;
1451
1452         beginSave();
1453         for(std::map<v2s16, MapSector*>::iterator si = m_sectors.begin();
1454                 si != m_sectors.end(); ++si)
1455         {
1456                 MapSector *sector = si->second;
1457
1458                 bool all_blocks_deleted = true;
1459
1460                 std::list<MapBlock*> blocks;
1461                 sector->getBlocks(blocks);
1462
1463                 for(std::list<MapBlock*>::iterator i = blocks.begin();
1464                                 i != blocks.end(); ++i)
1465                 {
1466                         MapBlock *block = (*i);
1467
1468                         block->incrementUsageTimer(dtime);
1469
1470                         if(block->refGet() == 0 && block->getUsageTimer() > unload_timeout)
1471                         {
1472                                 v3s16 p = block->getPos();
1473
1474                                 // Save if modified
1475                                 if(block->getModified() != MOD_STATE_CLEAN
1476                                                 && save_before_unloading)
1477                                 {
1478                                         modprofiler.add(block->getModifiedReason(), 1);
1479                                         saveBlock(block);
1480                                         saved_blocks_count++;
1481                                 }
1482
1483                                 // Delete from memory
1484                                 sector->deleteBlock(block);
1485
1486                                 if(unloaded_blocks)
1487                                         unloaded_blocks->push_back(p);
1488
1489                                 deleted_blocks_count++;
1490                         }
1491                         else
1492                         {
1493                                 all_blocks_deleted = false;
1494                                 block_count_all++;
1495                         }
1496                 }
1497
1498                 if(all_blocks_deleted)
1499                 {
1500                         sector_deletion_queue.push_back(si->first);
1501                 }
1502         }
1503         endSave();
1504
1505         // Finally delete the empty sectors
1506         deleteSectors(sector_deletion_queue);
1507
1508         if(deleted_blocks_count != 0)
1509         {
1510                 PrintInfo(infostream); // ServerMap/ClientMap:
1511                 infostream<<"Unloaded "<<deleted_blocks_count
1512                                 <<" blocks from memory";
1513                 if(save_before_unloading)
1514                         infostream<<", of which "<<saved_blocks_count<<" were written";
1515                 infostream<<", "<<block_count_all<<" blocks in memory";
1516                 infostream<<"."<<std::endl;
1517                 if(saved_blocks_count != 0){
1518                         PrintInfo(infostream); // ServerMap/ClientMap:
1519                         infostream<<"Blocks modified by: "<<std::endl;
1520                         modprofiler.print(infostream);
1521                 }
1522         }
1523 }
1524
1525 void Map::unloadUnreferencedBlocks(std::list<v3s16> *unloaded_blocks)
1526 {
1527         timerUpdate(0.0, -1.0, unloaded_blocks);
1528 }
1529
1530 void Map::deleteSectors(std::list<v2s16> &list)
1531 {
1532         for(std::list<v2s16>::iterator j = list.begin();
1533                 j != list.end(); ++j)
1534         {
1535                 MapSector *sector = m_sectors[*j];
1536                 // If sector is in sector cache, remove it from there
1537                 if(m_sector_cache == sector)
1538                         m_sector_cache = NULL;
1539                 // Remove from map and delete
1540                 m_sectors.erase(*j);
1541                 delete sector;
1542         }
1543 }
1544
1545 #if 0
1546 void Map::unloadUnusedData(float timeout,
1547                 core::list<v3s16> *deleted_blocks)
1548 {
1549         core::list<v2s16> sector_deletion_queue;
1550         u32 deleted_blocks_count = 0;
1551         u32 saved_blocks_count = 0;
1552
1553         core::map<v2s16, MapSector*>::Iterator si = m_sectors.getIterator();
1554         for(; si.atEnd() == false; si++)
1555         {
1556                 MapSector *sector = si.getNode()->getValue();
1557
1558                 bool all_blocks_deleted = true;
1559
1560                 core::list<MapBlock*> blocks;
1561                 sector->getBlocks(blocks);
1562                 for(core::list<MapBlock*>::Iterator i = blocks.begin();
1563                                 i != blocks.end(); i++)
1564                 {
1565                         MapBlock *block = (*i);
1566
1567                         if(block->getUsageTimer() > timeout)
1568                         {
1569                                 // Save if modified
1570                                 if(block->getModified() != MOD_STATE_CLEAN)
1571                                 {
1572                                         saveBlock(block);
1573                                         saved_blocks_count++;
1574                                 }
1575                                 // Delete from memory
1576                                 sector->deleteBlock(block);
1577                                 deleted_blocks_count++;
1578                         }
1579                         else
1580                         {
1581                                 all_blocks_deleted = false;
1582                         }
1583                 }
1584
1585                 if(all_blocks_deleted)
1586                 {
1587                         sector_deletion_queue.push_back(si.getNode()->getKey());
1588                 }
1589         }
1590
1591         deleteSectors(sector_deletion_queue);
1592
1593         infostream<<"Map: Unloaded "<<deleted_blocks_count<<" blocks from memory"
1594                         <<", of which "<<saved_blocks_count<<" were wr."
1595                         <<std::endl;
1596
1597         //return sector_deletion_queue.getSize();
1598         //return deleted_blocks_count;
1599 }
1600 #endif
1601
1602 void Map::PrintInfo(std::ostream &out)
1603 {
1604         out<<"Map: ";
1605 }
1606
1607 #define WATER_DROP_BOOST 4
1608
1609 enum NeighborType {
1610         NEIGHBOR_UPPER,
1611         NEIGHBOR_SAME_LEVEL,
1612         NEIGHBOR_LOWER
1613 };
1614 struct NodeNeighbor {
1615         MapNode n;
1616         NeighborType t;
1617         v3s16 p;
1618         bool l; //can liquid
1619         bool i; //infinity
1620 };
1621
1622 void Map::transforming_liquid_add(v3s16 p) {
1623         m_transforming_liquid.push_back(p);
1624 }
1625
1626 s32 Map::transforming_liquid_size() {
1627         return m_transforming_liquid.size();
1628 }
1629
1630 const v3s16 g_7dirs[7] =
1631 {
1632         // +right, +top, +back
1633         v3s16( 0,-1, 0), // bottom
1634         v3s16( 0, 0, 0), // self
1635         v3s16( 0, 0, 1), // back
1636         v3s16( 0, 0,-1), // front
1637         v3s16( 1, 0, 0), // right
1638         v3s16(-1, 0, 0), // left
1639         v3s16( 0, 1, 0)  // top
1640 };
1641
1642 #define D_BOTTOM 0
1643 #define D_TOP 6
1644 #define D_SELF 1
1645
1646 void Map::transformLiquidsFinite(std::map<v3s16, MapBlock*> & modified_blocks)
1647 {
1648         INodeDefManager *nodemgr = m_gamedef->ndef();
1649
1650         DSTACK(__FUNCTION_NAME);
1651         //TimeTaker timer("transformLiquids()");
1652
1653         u32 loopcount = 0;
1654         u32 initial_size = m_transforming_liquid.size();
1655
1656         u8 relax = g_settings->getS16("liquid_relax");
1657         bool fast_flood = g_settings->getS16("liquid_fast_flood");
1658         int water_level = g_settings->getS16("water_level");
1659
1660         // list of nodes that due to viscosity have not reached their max level height
1661         UniqueQueue<v3s16> must_reflow, must_reflow_second;
1662
1663         // List of MapBlocks that will require a lighting update (due to lava)
1664         std::map<v3s16, MapBlock*> lighting_modified_blocks;
1665
1666         u16 loop_max = g_settings->getU16("liquid_loop_max");
1667
1668         //if (m_transforming_liquid.size() > 0) errorstream << "Liquid queue size="<<m_transforming_liquid.size()<<std::endl;
1669
1670         while (m_transforming_liquid.size() > 0)
1671         {
1672                 // This should be done here so that it is done when continue is used
1673                 if (loopcount >= initial_size || loopcount >= loop_max)
1674                         break;
1675                 loopcount++;
1676                 /*
1677                         Get a queued transforming liquid node
1678                 */
1679                 v3s16 p0 = m_transforming_liquid.pop_front();
1680                 u16 total_level = 0;
1681                 // surrounding flowing liquid nodes
1682                 NodeNeighbor neighbors[7];
1683                 // current level of every block
1684                 s8 liquid_levels[7] = {-1, -1, -1, -1, -1, -1, -1};
1685                  // target levels
1686                 s8 liquid_levels_want[7] = {-1, -1, -1, -1, -1, -1, -1};
1687                 s8 can_liquid_same_level = 0;
1688                 content_t liquid_kind = CONTENT_IGNORE;
1689                 content_t liquid_kind_flowing = CONTENT_IGNORE;
1690                 /*
1691                         Collect information about the environment
1692                  */
1693                 const v3s16 *dirs = g_7dirs;
1694                 for (u16 i = 0; i < 7; i++) {
1695                         NeighborType nt = NEIGHBOR_SAME_LEVEL;
1696                         switch (i) {
1697                                 case D_TOP:
1698                                         nt = NEIGHBOR_UPPER;
1699                                         break;
1700                                 case D_BOTTOM:
1701                                         nt = NEIGHBOR_LOWER;
1702                                         break;
1703                         }
1704                         v3s16 npos = p0 + dirs[i];
1705
1706                         neighbors[i].n = getNodeNoEx(npos);
1707                         neighbors[i].t = nt;
1708                         neighbors[i].p = npos;
1709                         neighbors[i].l = 0;
1710                         neighbors[i].i = 0;
1711                         NodeNeighbor & nb = neighbors[i];
1712
1713                         switch (nodemgr->get(nb.n.getContent()).liquid_type) {
1714                                 case LIQUID_NONE:
1715                                         if (nb.n.getContent() == CONTENT_AIR) {
1716                                                 liquid_levels[i] = 0;
1717                                                 nb.l = 1;
1718                                         }
1719                                         break;
1720                                 case LIQUID_SOURCE:
1721                                         // if this node is not (yet) of a liquid type,
1722                                         // choose the first liquid type we encounter
1723                                         if (liquid_kind_flowing == CONTENT_IGNORE)
1724                                                 liquid_kind_flowing = nodemgr->getId(
1725                                                         nodemgr->get(nb.n).liquid_alternative_flowing);
1726                                         if (liquid_kind == CONTENT_IGNORE)
1727                                                 liquid_kind = nb.n.getContent();
1728                                         if (nb.n.getContent() == liquid_kind) {
1729                                                 liquid_levels[i] = nb.n.getLevel(nodemgr); //LIQUID_LEVEL_SOURCE;
1730                                                 nb.l = 1;
1731                                                 nb.i = (nb.n.param2 & LIQUID_INFINITY_MASK);
1732                                         }
1733                                         break;
1734                                 case LIQUID_FLOWING:
1735                                         // if this node is not (yet) of a liquid type,
1736                                         // choose the first liquid type we encounter
1737                                         if (liquid_kind_flowing == CONTENT_IGNORE)
1738                                                 liquid_kind_flowing = nb.n.getContent();
1739                                         if (liquid_kind == CONTENT_IGNORE)
1740                                                 liquid_kind = nodemgr->getId(
1741                                                         nodemgr->get(nb.n).liquid_alternative_source);
1742                                         if (nb.n.getContent() == liquid_kind_flowing) {
1743                                                 liquid_levels[i] = nb.n.getLevel(nodemgr); //(nb.n.param2 & LIQUID_LEVEL_MASK);
1744                                                 nb.l = 1;
1745                                         }
1746                                         break;
1747                         }
1748                         
1749                         if (nb.l && nb.t == NEIGHBOR_SAME_LEVEL)
1750                                 ++can_liquid_same_level;
1751                         if (liquid_levels[i] > 0)
1752                                 total_level += liquid_levels[i];
1753
1754                         /*
1755                         infostream << "get node i=" <<(int)i<<" " << PP(npos) << " c="
1756                         << nb.n.getContent() <<" p0="<< (int)nb.n.param0 <<" p1="
1757                         << (int)nb.n.param1 <<" p2="<< (int)nb.n.param2 << " lt="
1758                         << nodemgr->get(nb.n.getContent()).liquid_type
1759                         //<< " lk=" << liquid_kind << " lkf=" << liquid_kind_flowing
1760                         << " l="<< nb.l << " inf="<< nb.i << " nlevel=" << (int)liquid_levels[i]
1761                         << " tlevel=" << (int)total_level << " cansame="
1762                         << (int)can_liquid_same_level << std::endl;
1763                         */
1764                 }
1765
1766                 if (liquid_kind == CONTENT_IGNORE ||
1767                         !neighbors[D_SELF].l ||
1768                         total_level <= 0)
1769                         continue;
1770
1771                 // fill bottom block
1772                 if (neighbors[D_BOTTOM].l) {
1773                         liquid_levels_want[D_BOTTOM] = total_level > LIQUID_LEVEL_SOURCE ?
1774                                 LIQUID_LEVEL_SOURCE : total_level;
1775                         total_level -= liquid_levels_want[D_BOTTOM];
1776                 }
1777
1778                 //relax up
1779                 if (relax && ((p0.Y == water_level) || (fast_flood && p0.Y <= water_level)) && liquid_levels[D_TOP] == 0 &&
1780                         liquid_levels[D_BOTTOM] == LIQUID_LEVEL_SOURCE &&
1781                         total_level >= LIQUID_LEVEL_SOURCE * can_liquid_same_level-
1782                         (can_liquid_same_level - relax) &&
1783                         can_liquid_same_level >= relax + 1) {
1784                         total_level = LIQUID_LEVEL_SOURCE * can_liquid_same_level;
1785                 }
1786
1787                 // prevent lakes in air above unloaded blocks
1788                 if (liquid_levels[D_TOP] == 0 && (p0.Y > water_level) && neighbors[D_BOTTOM].n.getContent() == CONTENT_IGNORE && !(loopcount % 3)) {
1789                         --total_level;
1790                 }
1791
1792                 // calculate self level 5 blocks
1793                 u8 want_level =
1794                           total_level >= LIQUID_LEVEL_SOURCE * can_liquid_same_level
1795                         ? LIQUID_LEVEL_SOURCE
1796                         : total_level / can_liquid_same_level;
1797                 total_level -= want_level * can_liquid_same_level;
1798
1799                 //relax down
1800                 if (relax && p0.Y == water_level + 1 && liquid_levels[D_TOP] == 0 &&
1801                         liquid_levels[D_BOTTOM] == LIQUID_LEVEL_SOURCE && want_level == 0 &&
1802                         total_level <= (can_liquid_same_level - relax) &&
1803                         can_liquid_same_level >= relax + 1) {
1804                         total_level = 0;
1805                 }
1806
1807                 for (u16 ii = D_SELF; ii < D_TOP; ++ii) { // fill only same level
1808                         if (!neighbors[ii].l)
1809                                 continue;
1810                         liquid_levels_want[ii] = want_level;
1811                         if (liquid_levels_want[ii] < LIQUID_LEVEL_SOURCE && total_level > 0) {
1812                                 if (loopcount % 3 || liquid_levels[ii] <= 0){
1813                                         if (liquid_levels[ii] > liquid_levels_want[ii]) {
1814                                                 ++liquid_levels_want[ii];
1815                                                 --total_level;
1816                                         }
1817                                 } else if (neighbors[ii].l > 0){
1818                                                 ++liquid_levels_want[ii];
1819                                                 --total_level;
1820                                 }
1821                         }
1822                 }
1823
1824                 for (u16 ii = 0; ii < 7; ++ii) {
1825                         if (total_level < 1) break;
1826                         if (liquid_levels_want[ii] >= 0 &&
1827                                 liquid_levels_want[ii] < LIQUID_LEVEL_SOURCE) {
1828                                 ++liquid_levels_want[ii];
1829                                 --total_level;
1830                         }
1831                 }
1832
1833                 // fill top block if can
1834                 if (neighbors[D_TOP].l) {
1835                         liquid_levels_want[D_TOP] = total_level > LIQUID_LEVEL_SOURCE ?
1836                                 LIQUID_LEVEL_SOURCE : total_level;
1837                         total_level -= liquid_levels_want[D_TOP];
1838                 }
1839
1840                 for (u16 ii = 0; ii < 7; ii++) // infinity and cave flood optimization
1841                         if (    neighbors[ii].i ||
1842                                 (liquid_levels_want[ii] >= 0 &&
1843                                  (fast_flood && p0.Y < water_level &&
1844                                   (initial_size >= 1000
1845                                    && ii != D_TOP
1846                                    && want_level >= LIQUID_LEVEL_SOURCE/4
1847                                    && can_liquid_same_level >= 5
1848                                    && liquid_levels[D_TOP] >= LIQUID_LEVEL_SOURCE))))
1849                                 liquid_levels_want[ii] = LIQUID_LEVEL_SOURCE;
1850
1851                 /*
1852                 if (total_level > 0) //|| flowed != volume)
1853                         infostream <<" AFTER level=" << (int)total_level
1854                         //<< " flowed="<<flowed<< " volume=" << volume
1855                         << " wantsame="<<(int)want_level<< " top="
1856                         << (int)liquid_levels_want[D_TOP]<< " topwas="
1857                         << (int)liquid_levels[D_TOP]<< " bot="
1858                         << (int)liquid_levels_want[D_BOTTOM]<<std::endl;
1859                 */
1860
1861                 //u8 changed = 0;
1862                 for (u16 i = 0; i < 7; i++) {
1863                         if (liquid_levels_want[i] < 0 || !neighbors[i].l)
1864                                 continue;
1865                         MapNode & n0 = neighbors[i].n;
1866                         p0 = neighbors[i].p;
1867                         /*
1868                                 decide on the type (and possibly level) of the current node
1869                         */
1870                         content_t new_node_content;
1871                         s8 new_node_level = -1;
1872                         u8 viscosity = nodemgr->get(liquid_kind).liquid_viscosity;
1873                         if (viscosity > 1 && liquid_levels_want[i] != liquid_levels[i]) {
1874                                 // amount to gain, limited by viscosity
1875                                 // must be at least 1 in absolute value
1876                                 s8 level_inc = liquid_levels_want[i] - liquid_levels[i];
1877                                 if (level_inc < -viscosity || level_inc > viscosity)
1878                                         new_node_level = liquid_levels[i] + level_inc/viscosity;
1879                                 else if (level_inc < 0)
1880                                         new_node_level = liquid_levels[i] - 1;
1881                                 else if (level_inc > 0)
1882                                         new_node_level = liquid_levels[i] + 1;
1883                         } else {
1884                                 new_node_level = liquid_levels_want[i];
1885                         }
1886                         
1887                         if (new_node_level >= LIQUID_LEVEL_SOURCE)
1888                                 new_node_content = liquid_kind;
1889                         else if (new_node_level > 0)
1890                                 new_node_content = liquid_kind_flowing;
1891                         else
1892                                 new_node_content = CONTENT_AIR;
1893                         
1894                         // last level must flow down on stairs
1895                         if (liquid_levels_want[i] != liquid_levels[i] &&
1896                                 liquid_levels[D_TOP] <= 0 && !neighbors[D_BOTTOM].l &&
1897                                 new_node_level >= 1 && new_node_level <= 2) {
1898                                 for (u16 ii = D_SELF + 1; ii < D_TOP; ++ii) { // only same level
1899                                         if (neighbors[ii].l)
1900                                                 must_reflow_second.push_back(p0 + dirs[ii]);
1901                                 }
1902                         }
1903
1904                         /*
1905                                 check if anything has changed.
1906                                 if not, just continue with the next node.
1907                          */
1908                         /*
1909                         if (
1910                                  new_node_content == n0.getContent()
1911                                 && (nodemgr->get(n0.getContent()).liquid_type != LIQUID_FLOWING ||
1912                                  (n0.getLevel(nodemgr) == (u8)new_node_level
1913                                  //&& ((n0.param2 & LIQUID_FLOW_DOWN_MASK) ==
1914                                  //LIQUID_FLOW_DOWN_MASK) == flowing_down
1915                                  ))
1916                                 &&
1917                                  (nodemgr->get(n0.getContent()).liquid_type != LIQUID_SOURCE ||
1918                                  (((n0.param2 & LIQUID_INFINITY_MASK) ==
1919                                         LIQUID_INFINITY_MASK) == neighbors[i].i
1920                                  ))
1921                            )*/
1922                         if (liquid_levels[i] == new_node_level)
1923                         {
1924                                 continue;
1925                         }
1926                         
1927                         //++changed;
1928
1929                         /*
1930                                 update the current node
1931                          */
1932                         /*
1933                         if (nodemgr->get(new_node_content).liquid_type == LIQUID_FLOWING) {
1934                                 // set level to last 3 bits, flowing down bit to 4th bit
1935                                 n0.param2 = (new_node_level & LIQUID_LEVEL_MASK);
1936                         } else if (nodemgr->get(new_node_content).liquid_type == LIQUID_SOURCE) {
1937                                 //n0.param2 = ~(LIQUID_LEVEL_MASK | LIQUID_FLOW_DOWN_MASK);
1938                                 n0.param2 = (neighbors[i].i ? LIQUID_INFINITY_MASK : 0x00);
1939                         }
1940                         */
1941                         /*
1942                         infostream << "set node i=" <<(int)i<<" "<< PP(p0)<< " nc="
1943                         <<new_node_content<< " p2="<<(int)n0.param2<< " nl="
1944                         <<(int)new_node_level<<std::endl;
1945                         */
1946                         
1947                         n0.setContent(liquid_kind_flowing);
1948                         n0.setLevel(nodemgr, new_node_level);
1949                         // Find out whether there is a suspect for this action
1950                         std::string suspect;
1951                         if(m_gamedef->rollback()){
1952                                 suspect = m_gamedef->rollback()->getSuspect(p0, 83, 1);
1953                         }
1954
1955                         if(!suspect.empty()){
1956                                 // Blame suspect
1957                                 RollbackScopeActor rollback_scope(m_gamedef->rollback(), suspect, true);
1958                                 // Get old node for rollback
1959                                 RollbackNode rollback_oldnode(this, p0, m_gamedef);
1960                                 // Set node
1961                                 setNode(p0, n0);
1962                                 // Report
1963                                 RollbackNode rollback_newnode(this, p0, m_gamedef);
1964                                 RollbackAction action;
1965                                 action.setSetNode(p0, rollback_oldnode, rollback_newnode);
1966                                 m_gamedef->rollback()->reportAction(action);
1967                         } else {
1968                                 // Set node
1969                                 setNode(p0, n0);
1970                         }
1971
1972                         v3s16 blockpos = getNodeBlockPos(p0);
1973                         MapBlock *block = getBlockNoCreateNoEx(blockpos);
1974                         if(block != NULL) {
1975                                 modified_blocks[blockpos] = block;
1976                                 // If node emits light, MapBlock requires lighting update
1977                                 if(nodemgr->get(n0).light_source != 0)
1978                                         lighting_modified_blocks[block->getPos()] = block;
1979                         }
1980                         must_reflow.push_back(neighbors[i].p);
1981                 }
1982                 /* //for better relax  only same level
1983                 if (changed)  for (u16 ii = D_SELF + 1; ii < D_TOP; ++ii) {
1984                         if (!neighbors[ii].l) continue;
1985                         must_reflow.push_back(p0 + dirs[ii]);
1986                 }*/
1987         }
1988         /*
1989         if (loopcount)
1990                 infostream<<"Map::transformLiquids(): loopcount="<<loopcount
1991                 <<" reflow="<<must_reflow.size()
1992                 <<" queue="<< m_transforming_liquid.size()<<std::endl;
1993         */
1994         while (must_reflow.size() > 0)
1995                 m_transforming_liquid.push_back(must_reflow.pop_front());
1996         while (must_reflow_second.size() > 0)
1997                 m_transforming_liquid.push_back(must_reflow_second.pop_front());
1998         updateLighting(lighting_modified_blocks, modified_blocks);
1999 }
2000
2001 void Map::transformLiquids(std::map<v3s16, MapBlock*> & modified_blocks)
2002 {
2003
2004         if (g_settings->getBool("liquid_finite"))
2005                 return Map::transformLiquidsFinite(modified_blocks);
2006
2007         INodeDefManager *nodemgr = m_gamedef->ndef();
2008
2009         DSTACK(__FUNCTION_NAME);
2010         //TimeTaker timer("transformLiquids()");
2011
2012         u32 loopcount = 0;
2013         u32 initial_size = m_transforming_liquid.size();
2014
2015         /*if(initial_size != 0)
2016                 infostream<<"transformLiquids(): initial_size="<<initial_size<<std::endl;*/
2017
2018         // list of nodes that due to viscosity have not reached their max level height
2019         UniqueQueue<v3s16> must_reflow;
2020
2021         // List of MapBlocks that will require a lighting update (due to lava)
2022         std::map<v3s16, MapBlock*> lighting_modified_blocks;
2023
2024         u16 loop_max = g_settings->getU16("liquid_loop_max");
2025
2026         while(m_transforming_liquid.size() != 0)
2027         {
2028                 // This should be done here so that it is done when continue is used
2029                 if(loopcount >= initial_size || loopcount >= loop_max)
2030                         break;
2031                 loopcount++;
2032
2033                 /*
2034                         Get a queued transforming liquid node
2035                 */
2036                 v3s16 p0 = m_transforming_liquid.pop_front();
2037
2038                 MapNode n0 = getNodeNoEx(p0);
2039
2040                 /*
2041                         Collect information about current node
2042                  */
2043                 s8 liquid_level = -1;
2044                 content_t liquid_kind = CONTENT_IGNORE;
2045                 LiquidType liquid_type = nodemgr->get(n0).liquid_type;
2046                 switch (liquid_type) {
2047                         case LIQUID_SOURCE:
2048                                 liquid_level = LIQUID_LEVEL_SOURCE;
2049                                 liquid_kind = nodemgr->getId(nodemgr->get(n0).liquid_alternative_flowing);
2050                                 break;
2051                         case LIQUID_FLOWING:
2052                                 liquid_level = (n0.param2 & LIQUID_LEVEL_MASK);
2053                                 liquid_kind = n0.getContent();
2054                                 break;
2055                         case LIQUID_NONE:
2056                                 // if this is an air node, it *could* be transformed into a liquid. otherwise,
2057                                 // continue with the next node.
2058                                 if (n0.getContent() != CONTENT_AIR)
2059                                         continue;
2060                                 liquid_kind = CONTENT_AIR;
2061                                 break;
2062                 }
2063
2064                 /*
2065                         Collect information about the environment
2066                  */
2067                 const v3s16 *dirs = g_6dirs;
2068                 NodeNeighbor sources[6]; // surrounding sources
2069                 int num_sources = 0;
2070                 NodeNeighbor flows[6]; // surrounding flowing liquid nodes
2071                 int num_flows = 0;
2072                 NodeNeighbor airs[6]; // surrounding air
2073                 int num_airs = 0;
2074                 NodeNeighbor neutrals[6]; // nodes that are solid or another kind of liquid
2075                 int num_neutrals = 0;
2076                 bool flowing_down = false;
2077                 for (u16 i = 0; i < 6; i++) {
2078                         NeighborType nt = NEIGHBOR_SAME_LEVEL;
2079                         switch (i) {
2080                                 case 1:
2081                                         nt = NEIGHBOR_UPPER;
2082                                         break;
2083                                 case 4:
2084                                         nt = NEIGHBOR_LOWER;
2085                                         break;
2086                         }
2087                         v3s16 npos = p0 + dirs[i];
2088                         NodeNeighbor nb = {getNodeNoEx(npos), nt, npos};
2089                         switch (nodemgr->get(nb.n.getContent()).liquid_type) {
2090                                 case LIQUID_NONE:
2091                                         if (nb.n.getContent() == CONTENT_AIR) {
2092                                                 airs[num_airs++] = nb;
2093                                                 // if the current node is a water source the neighbor
2094                                                 // should be enqueded for transformation regardless of whether the
2095                                                 // current node changes or not.
2096                                                 if (nb.t != NEIGHBOR_UPPER && liquid_type != LIQUID_NONE)
2097                                                         m_transforming_liquid.push_back(npos);
2098                                                 // if the current node happens to be a flowing node, it will start to flow down here.
2099                                                 if (nb.t == NEIGHBOR_LOWER) {
2100                                                         flowing_down = true;
2101                                                 }
2102                                         } else {
2103                                                 neutrals[num_neutrals++] = nb;
2104                                         }
2105                                         break;
2106                                 case LIQUID_SOURCE:
2107                                         // if this node is not (yet) of a liquid type, choose the first liquid type we encounter
2108                                         if (liquid_kind == CONTENT_AIR)
2109                                                 liquid_kind = nodemgr->getId(nodemgr->get(nb.n).liquid_alternative_flowing);
2110                                         if (nodemgr->getId(nodemgr->get(nb.n).liquid_alternative_flowing) != liquid_kind) {
2111                                                 neutrals[num_neutrals++] = nb;
2112                                         } else {
2113                                                 // Do not count bottom source, it will screw things up
2114                                                 if(dirs[i].Y != -1)
2115                                                         sources[num_sources++] = nb;
2116                                         }
2117                                         break;
2118                                 case LIQUID_FLOWING:
2119                                         // if this node is not (yet) of a liquid type, choose the first liquid type we encounter
2120                                         if (liquid_kind == CONTENT_AIR)
2121                                                 liquid_kind = nodemgr->getId(nodemgr->get(nb.n).liquid_alternative_flowing);
2122                                         if (nodemgr->getId(nodemgr->get(nb.n).liquid_alternative_flowing) != liquid_kind) {
2123                                                 neutrals[num_neutrals++] = nb;
2124                                         } else {
2125                                                 flows[num_flows++] = nb;
2126                                                 if (nb.t == NEIGHBOR_LOWER)
2127                                                         flowing_down = true;
2128                                         }
2129                                         break;
2130                         }
2131                 }
2132
2133                 /*
2134                         decide on the type (and possibly level) of the current node
2135                  */
2136                 content_t new_node_content;
2137                 s8 new_node_level = -1;
2138                 s8 max_node_level = -1;
2139                 u8 range = rangelim(nodemgr->get(liquid_kind).liquid_range, 0, LIQUID_LEVEL_MAX+1);
2140                 if ((num_sources >= 2 && nodemgr->get(liquid_kind).liquid_renewable) || liquid_type == LIQUID_SOURCE) {
2141                         // liquid_kind will be set to either the flowing alternative of the node (if it's a liquid)
2142                         // or the flowing alternative of the first of the surrounding sources (if it's air), so
2143                         // it's perfectly safe to use liquid_kind here to determine the new node content.
2144                         new_node_content = nodemgr->getId(nodemgr->get(liquid_kind).liquid_alternative_source);
2145                 } else if (num_sources >= 1 && sources[0].t != NEIGHBOR_LOWER) {
2146                         // liquid_kind is set properly, see above
2147                         new_node_content = liquid_kind;
2148                         max_node_level = new_node_level = LIQUID_LEVEL_MAX;
2149                         if (new_node_level < (LIQUID_LEVEL_MAX+1-range))
2150                                 new_node_content = CONTENT_AIR;
2151                 } else {
2152                         // no surrounding sources, so get the maximum level that can flow into this node
2153                         for (u16 i = 0; i < num_flows; i++) {
2154                                 u8 nb_liquid_level = (flows[i].n.param2 & LIQUID_LEVEL_MASK);
2155                                 switch (flows[i].t) {
2156                                         case NEIGHBOR_UPPER:
2157                                                 if (nb_liquid_level + WATER_DROP_BOOST > max_node_level) {
2158                                                         max_node_level = LIQUID_LEVEL_MAX;
2159                                                         if (nb_liquid_level + WATER_DROP_BOOST < LIQUID_LEVEL_MAX)
2160                                                                 max_node_level = nb_liquid_level + WATER_DROP_BOOST;
2161                                                 } else if (nb_liquid_level > max_node_level)
2162                                                         max_node_level = nb_liquid_level;
2163                                                 break;
2164                                         case NEIGHBOR_LOWER:
2165                                                 break;
2166                                         case NEIGHBOR_SAME_LEVEL:
2167                                                 if ((flows[i].n.param2 & LIQUID_FLOW_DOWN_MASK) != LIQUID_FLOW_DOWN_MASK &&
2168                                                         nb_liquid_level > 0 && nb_liquid_level - 1 > max_node_level) {
2169                                                         max_node_level = nb_liquid_level - 1;
2170                                                 }
2171                                                 break;
2172                                 }
2173                         }
2174
2175                         u8 viscosity = nodemgr->get(liquid_kind).liquid_viscosity;
2176                         if (viscosity > 1 && max_node_level != liquid_level) {
2177                                 // amount to gain, limited by viscosity
2178                                 // must be at least 1 in absolute value
2179                                 s8 level_inc = max_node_level - liquid_level;
2180                                 if (level_inc < -viscosity || level_inc > viscosity)
2181                                         new_node_level = liquid_level + level_inc/viscosity;
2182                                 else if (level_inc < 0)
2183                                         new_node_level = liquid_level - 1;
2184                                 else if (level_inc > 0)
2185                                         new_node_level = liquid_level + 1;
2186                                 if (new_node_level != max_node_level)
2187                                         must_reflow.push_back(p0);
2188                         } else
2189                                 new_node_level = max_node_level;
2190
2191                         if (max_node_level >= (LIQUID_LEVEL_MAX+1-range))
2192                                 new_node_content = liquid_kind;
2193                         else
2194                                 new_node_content = CONTENT_AIR;
2195
2196                 }
2197
2198                 /*
2199                         check if anything has changed. if not, just continue with the next node.
2200                  */
2201                 if (new_node_content == n0.getContent() && (nodemgr->get(n0.getContent()).liquid_type != LIQUID_FLOWING ||
2202                                                                                  ((n0.param2 & LIQUID_LEVEL_MASK) == (u8)new_node_level &&
2203                                                                                  ((n0.param2 & LIQUID_FLOW_DOWN_MASK) == LIQUID_FLOW_DOWN_MASK)
2204                                                                                  == flowing_down)))
2205                         continue;
2206
2207
2208                 /*
2209                         update the current node
2210                  */
2211                 MapNode n00 = n0;
2212                 //bool flow_down_enabled = (flowing_down && ((n0.param2 & LIQUID_FLOW_DOWN_MASK) != LIQUID_FLOW_DOWN_MASK));
2213                 if (nodemgr->get(new_node_content).liquid_type == LIQUID_FLOWING) {
2214                         // set level to last 3 bits, flowing down bit to 4th bit
2215                         n0.param2 = (flowing_down ? LIQUID_FLOW_DOWN_MASK : 0x00) | (new_node_level & LIQUID_LEVEL_MASK);
2216                 } else {
2217                         // set the liquid level and flow bit to 0
2218                         n0.param2 = ~(LIQUID_LEVEL_MASK | LIQUID_FLOW_DOWN_MASK);
2219                 }
2220                 n0.setContent(new_node_content);
2221
2222                 // Find out whether there is a suspect for this action
2223                 std::string suspect;
2224                 if(m_gamedef->rollback()){
2225                         suspect = m_gamedef->rollback()->getSuspect(p0, 83, 1);
2226                 }
2227
2228                 if(!suspect.empty()){
2229                         // Blame suspect
2230                         RollbackScopeActor rollback_scope(m_gamedef->rollback(), suspect, true);
2231                         // Get old node for rollback
2232                         RollbackNode rollback_oldnode(this, p0, m_gamedef);
2233                         // Set node
2234                         setNode(p0, n0);
2235                         // Report
2236                         RollbackNode rollback_newnode(this, p0, m_gamedef);
2237                         RollbackAction action;
2238                         action.setSetNode(p0, rollback_oldnode, rollback_newnode);
2239                         m_gamedef->rollback()->reportAction(action);
2240                 } else {
2241                         // Set node
2242                         setNode(p0, n0);
2243                 }
2244
2245                 v3s16 blockpos = getNodeBlockPos(p0);
2246                 MapBlock *block = getBlockNoCreateNoEx(blockpos);
2247                 if(block != NULL) {
2248                         modified_blocks[blockpos] =  block;
2249                         // If new or old node emits light, MapBlock requires lighting update
2250                         if(nodemgr->get(n0).light_source != 0 ||
2251                                         nodemgr->get(n00).light_source != 0)
2252                                 lighting_modified_blocks[block->getPos()] = block;
2253                 }
2254
2255                 /*
2256                         enqueue neighbors for update if neccessary
2257                  */
2258                 switch (nodemgr->get(n0.getContent()).liquid_type) {
2259                         case LIQUID_SOURCE:
2260                         case LIQUID_FLOWING:
2261                                 // make sure source flows into all neighboring nodes
2262                                 for (u16 i = 0; i < num_flows; i++)
2263                                         if (flows[i].t != NEIGHBOR_UPPER)
2264                                                 m_transforming_liquid.push_back(flows[i].p);
2265                                 for (u16 i = 0; i < num_airs; i++)
2266                                         if (airs[i].t != NEIGHBOR_UPPER)
2267                                                 m_transforming_liquid.push_back(airs[i].p);
2268                                 break;
2269                         case LIQUID_NONE:
2270                                 // this flow has turned to air; neighboring flows might need to do the same
2271                                 for (u16 i = 0; i < num_flows; i++)
2272                                         m_transforming_liquid.push_back(flows[i].p);
2273                                 break;
2274                 }
2275         }
2276         //infostream<<"Map::transformLiquids(): loopcount="<<loopcount<<std::endl;
2277         while (must_reflow.size() > 0)
2278                 m_transforming_liquid.push_back(must_reflow.pop_front());
2279         updateLighting(lighting_modified_blocks, modified_blocks);
2280 }
2281
2282 NodeMetadata *Map::getNodeMetadata(v3s16 p)
2283 {
2284         v3s16 blockpos = getNodeBlockPos(p);
2285         v3s16 p_rel = p - blockpos*MAP_BLOCKSIZE;
2286         MapBlock *block = getBlockNoCreateNoEx(blockpos);
2287         if(!block){
2288                 infostream<<"Map::getNodeMetadata(): Need to emerge "
2289                                 <<PP(blockpos)<<std::endl;
2290                 block = emergeBlock(blockpos, false);
2291         }
2292         if(!block){
2293                 infostream<<"WARNING: Map::getNodeMetadata(): Block not found"
2294                                 <<std::endl;
2295                 return NULL;
2296         }
2297         NodeMetadata *meta = block->m_node_metadata.get(p_rel);
2298         return meta;
2299 }
2300
2301 bool Map::setNodeMetadata(v3s16 p, NodeMetadata *meta)
2302 {
2303         v3s16 blockpos = getNodeBlockPos(p);
2304         v3s16 p_rel = p - blockpos*MAP_BLOCKSIZE;
2305         MapBlock *block = getBlockNoCreateNoEx(blockpos);
2306         if(!block){
2307                 infostream<<"Map::setNodeMetadata(): Need to emerge "
2308                                 <<PP(blockpos)<<std::endl;
2309                 block = emergeBlock(blockpos, false);
2310         }
2311         if(!block){
2312                 infostream<<"WARNING: Map::setNodeMetadata(): Block not found"
2313                                 <<std::endl;
2314                 return false;
2315         }
2316         block->m_node_metadata.set(p_rel, meta);
2317         return true;
2318 }
2319
2320 void Map::removeNodeMetadata(v3s16 p)
2321 {
2322         v3s16 blockpos = getNodeBlockPos(p);
2323         v3s16 p_rel = p - blockpos*MAP_BLOCKSIZE;
2324         MapBlock *block = getBlockNoCreateNoEx(blockpos);
2325         if(block == NULL)
2326         {
2327                 infostream<<"WARNING: Map::removeNodeMetadata(): Block not found"
2328                                 <<std::endl;
2329                 return;
2330         }
2331         block->m_node_metadata.remove(p_rel);
2332 }
2333
2334 NodeTimer Map::getNodeTimer(v3s16 p)
2335 {
2336         v3s16 blockpos = getNodeBlockPos(p);
2337         v3s16 p_rel = p - blockpos*MAP_BLOCKSIZE;
2338         MapBlock *block = getBlockNoCreateNoEx(blockpos);
2339         if(!block){
2340                 infostream<<"Map::getNodeTimer(): Need to emerge "
2341                                 <<PP(blockpos)<<std::endl;
2342                 block = emergeBlock(blockpos, false);
2343         }
2344         if(!block){
2345                 infostream<<"WARNING: Map::getNodeTimer(): Block not found"
2346                                 <<std::endl;
2347                 return NodeTimer();
2348         }
2349         NodeTimer t = block->m_node_timers.get(p_rel);
2350         return t;
2351 }
2352
2353 void Map::setNodeTimer(v3s16 p, NodeTimer t)
2354 {
2355         v3s16 blockpos = getNodeBlockPos(p);
2356         v3s16 p_rel = p - blockpos*MAP_BLOCKSIZE;
2357         MapBlock *block = getBlockNoCreateNoEx(blockpos);
2358         if(!block){
2359                 infostream<<"Map::setNodeTimer(): Need to emerge "
2360                                 <<PP(blockpos)<<std::endl;
2361                 block = emergeBlock(blockpos, false);
2362         }
2363         if(!block){
2364                 infostream<<"WARNING: Map::setNodeTimer(): Block not found"
2365                                 <<std::endl;
2366                 return;
2367         }
2368         block->m_node_timers.set(p_rel, t);
2369 }
2370
2371 void Map::removeNodeTimer(v3s16 p)
2372 {
2373         v3s16 blockpos = getNodeBlockPos(p);
2374         v3s16 p_rel = p - blockpos*MAP_BLOCKSIZE;
2375         MapBlock *block = getBlockNoCreateNoEx(blockpos);
2376         if(block == NULL)
2377         {
2378                 infostream<<"WARNING: Map::removeNodeTimer(): Block not found"
2379                                 <<std::endl;
2380                 return;
2381         }
2382         block->m_node_timers.remove(p_rel);
2383 }
2384
2385 s16 Map::getHeat(v3s16 p)
2386 {
2387         MapBlock *block = getBlockNoCreateNoEx(getNodeBlockPos(p));
2388         if(block != NULL) {
2389                 return block->heat;
2390         }
2391         //errorstream << "No heat for " << p.X<<"," << p.Z << std::endl;
2392         return 0;
2393 }
2394
2395 s16 Map::getHumidity(v3s16 p)
2396 {
2397         MapBlock *block = getBlockNoCreateNoEx(getNodeBlockPos(p));
2398         if(block != NULL) {
2399                 return block->humidity;
2400         }
2401         //errorstream << "No humidity for " << p.X<<"," << p.Z << std::endl;
2402         return 0;
2403 }
2404
2405 /*
2406         ServerMap
2407 */
2408 ServerMap::ServerMap(std::string savedir, IGameDef *gamedef, EmergeManager *emerge):
2409         Map(dout_server, gamedef),
2410         m_emerge(emerge),
2411         m_map_metadata_changed(true)
2412 {
2413         verbosestream<<__FUNCTION_NAME<<std::endl;
2414
2415         /*
2416                 Try to load map; if not found, create a new one.
2417         */
2418
2419         // Determine which database backend to use
2420         std::string conf_path = savedir + DIR_DELIM + "world.mt";
2421         Settings conf;
2422         bool succeeded = conf.readConfigFile(conf_path.c_str());
2423         if (!succeeded || !conf.exists("backend")) {
2424                 // fall back to sqlite3
2425                 dbase = new Database_SQLite3(this, savedir);
2426                 conf.set("backend", "sqlite3");
2427         } else {
2428                 std::string backend = conf.get("backend");
2429                 if (backend == "dummy")
2430                         dbase = new Database_Dummy(this);
2431                 else if (backend == "sqlite3")
2432                         dbase = new Database_SQLite3(this, savedir);
2433                 #if USE_LEVELDB
2434                 else if (backend == "leveldb")
2435                         dbase = new Database_LevelDB(this, savedir);
2436                 #endif
2437                 else
2438                         throw BaseException("Unknown map backend");
2439         }
2440
2441         m_savedir = savedir;
2442         m_map_saving_enabled = false;
2443
2444         try
2445         {
2446                 // If directory exists, check contents and load if possible
2447                 if(fs::PathExists(m_savedir))
2448                 {
2449                         // If directory is empty, it is safe to save into it.
2450                         if(fs::GetDirListing(m_savedir).size() == 0)
2451                         {
2452                                 infostream<<"ServerMap: Empty save directory is valid."
2453                                                 <<std::endl;
2454                                 m_map_saving_enabled = true;
2455                         }
2456                         else
2457                         {
2458                                 try{
2459                                         // Load map metadata (seed, chunksize)
2460                                         loadMapMeta();
2461                                 }
2462                                 catch(SettingNotFoundException &e){
2463                                         infostream<<"ServerMap:  Some metadata not found."
2464                                                           <<" Using default settings."<<std::endl;
2465                                 }
2466                                 catch(FileNotGoodException &e){
2467                                         infostream<<"WARNING: Could not load map metadata"
2468                                                         //<<" Disabling chunk-based generator."
2469                                                         <<std::endl;
2470                                         //m_chunksize = 0;
2471                                 }
2472
2473                                 infostream<<"ServerMap: Successfully loaded map "
2474                                                 <<"metadata from "<<savedir
2475                                                 <<", assuming valid save directory."
2476                                                 <<" seed="<< m_emerge->params.seed <<"."
2477                                                 <<std::endl;
2478
2479                                 m_map_saving_enabled = true;
2480                                 // Map loaded, not creating new one
2481                                 return;
2482                         }
2483                 }
2484                 // If directory doesn't exist, it is safe to save to it
2485                 else{
2486                         m_map_saving_enabled = true;
2487                 }
2488         }
2489         catch(std::exception &e)
2490         {
2491                 infostream<<"WARNING: ServerMap: Failed to load map from "<<savedir
2492                                 <<", exception: "<<e.what()<<std::endl;
2493                 infostream<<"Please remove the map or fix it."<<std::endl;
2494                 infostream<<"WARNING: Map saving will be disabled."<<std::endl;
2495         }
2496
2497         infostream<<"Initializing new map."<<std::endl;
2498
2499         // Create zero sector
2500         emergeSector(v2s16(0,0));
2501
2502         // Initially write whole map
2503         save(MOD_STATE_CLEAN);
2504 }
2505
2506 ServerMap::~ServerMap()
2507 {
2508         verbosestream<<__FUNCTION_NAME<<std::endl;
2509
2510         try
2511         {
2512                 if(m_map_saving_enabled)
2513                 {
2514                         // Save only changed parts
2515                         save(MOD_STATE_WRITE_AT_UNLOAD);
2516                         infostream<<"ServerMap: Saved map to "<<m_savedir<<std::endl;
2517                 }
2518                 else
2519                 {
2520                         infostream<<"ServerMap: Map not saved"<<std::endl;
2521                 }
2522         }
2523         catch(std::exception &e)
2524         {
2525                 infostream<<"ServerMap: Failed to save map to "<<m_savedir
2526                                 <<", exception: "<<e.what()<<std::endl;
2527         }
2528
2529         /*
2530                 Close database if it was opened
2531         */
2532         delete dbase;
2533
2534 #if 0
2535         /*
2536                 Free all MapChunks
2537         */
2538         core::map<v2s16, MapChunk*>::Iterator i = m_chunks.getIterator();
2539         for(; i.atEnd() == false; i++)
2540         {
2541                 MapChunk *chunk = i.getNode()->getValue();
2542                 delete chunk;
2543         }
2544 #endif
2545 }
2546
2547 u64 ServerMap::getSeed()
2548 {
2549         return m_emerge->params.seed;
2550 }
2551
2552 s16 ServerMap::getWaterLevel()
2553 {
2554         return m_emerge->params.water_level;
2555 }
2556
2557 bool ServerMap::initBlockMake(BlockMakeData *data, v3s16 blockpos)
2558 {
2559         bool enable_mapgen_debug_info = m_emerge->mapgen_debug_info;
2560         EMERGE_DBG_OUT("initBlockMake(): " PP(blockpos) " - " PP(blockpos));
2561
2562         s16 chunksize = m_emerge->params.chunksize;
2563         s16 coffset = -chunksize / 2;
2564         v3s16 chunk_offset(coffset, coffset, coffset);
2565         v3s16 blockpos_div = getContainerPos(blockpos - chunk_offset, chunksize);
2566         v3s16 blockpos_min = blockpos_div * chunksize;
2567         v3s16 blockpos_max = blockpos_div * chunksize + v3s16(1,1,1)*(chunksize-1);
2568         blockpos_min += chunk_offset;
2569         blockpos_max += chunk_offset;
2570
2571         v3s16 extra_borders(1,1,1);
2572
2573         // Do nothing if not inside limits (+-1 because of neighbors)
2574         if(blockpos_over_limit(blockpos_min - extra_borders) ||
2575                 blockpos_over_limit(blockpos_max + extra_borders))
2576                 return false;
2577
2578         data->seed = m_emerge->params.seed;
2579         data->blockpos_min = blockpos_min;
2580         data->blockpos_max = blockpos_max;
2581         data->blockpos_requested = blockpos;
2582         data->nodedef = m_gamedef->ndef();
2583
2584         /*
2585                 Create the whole area of this and the neighboring blocks
2586         */
2587         {
2588                 //TimeTaker timer("initBlockMake() create area");
2589
2590                 for(s16 x=blockpos_min.X-extra_borders.X;
2591                                 x<=blockpos_max.X+extra_borders.X; x++)
2592                 for(s16 z=blockpos_min.Z-extra_borders.Z;
2593                                 z<=blockpos_max.Z+extra_borders.Z; z++)
2594                 {
2595                         v2s16 sectorpos(x, z);
2596                         // Sector metadata is loaded from disk if not already loaded.
2597                         ServerMapSector *sector = createSector(sectorpos);
2598                         assert(sector);
2599                         (void) sector;
2600
2601                         for(s16 y=blockpos_min.Y-extra_borders.Y;
2602                                         y<=blockpos_max.Y+extra_borders.Y; y++)
2603                         {
2604                                 v3s16 p(x,y,z);
2605                                 //MapBlock *block = createBlock(p);
2606                                 // 1) get from memory, 2) load from disk
2607                                 MapBlock *block = emergeBlock(p, false);
2608                                 // 3) create a blank one
2609                                 if(block == NULL)
2610                                 {
2611                                         block = createBlock(p);
2612
2613                                         /*
2614                                                 Block gets sunlight if this is true.
2615
2616                                                 Refer to the map generator heuristics.
2617                                         */
2618                                         bool ug = m_emerge->isBlockUnderground(p);
2619                                         block->setIsUnderground(ug);
2620                                 }
2621
2622                                 // Lighting will not be valid after make_chunk is called
2623                                 block->setLightingExpired(true);
2624                                 // Lighting will be calculated
2625                                 //block->setLightingExpired(false);
2626                         }
2627                 }
2628         }
2629
2630         /*
2631                 Now we have a big empty area.
2632
2633                 Make a ManualMapVoxelManipulator that contains this and the
2634                 neighboring blocks
2635         */
2636
2637         // The area that contains this block and it's neighbors
2638         v3s16 bigarea_blocks_min = blockpos_min - extra_borders;
2639         v3s16 bigarea_blocks_max = blockpos_max + extra_borders;
2640
2641         data->vmanip = new ManualMapVoxelManipulator(this);
2642         //data->vmanip->setMap(this);
2643
2644         // Add the area
2645         {
2646                 //TimeTaker timer("initBlockMake() initialEmerge");
2647                 data->vmanip->initialEmerge(bigarea_blocks_min, bigarea_blocks_max, false);
2648         }
2649         
2650         // Ensure none of the blocks to be generated were marked as containing CONTENT_IGNORE
2651 /*      for (s16 z = blockpos_min.Z; z <= blockpos_max.Z; z++) {
2652                 for (s16 y = blockpos_min.Y; y <= blockpos_max.Y; y++) {
2653                         for (s16 x = blockpos_min.X; x <= blockpos_max.X; x++) {
2654                                 core::map<v3s16, u8>::Node *n;
2655                                 n = data->vmanip->m_loaded_blocks.find(v3s16(x, y, z));
2656                                 if (n == NULL)
2657                                         continue;
2658                                 u8 flags = n->getValue();
2659                                 flags &= ~VMANIP_BLOCK_CONTAINS_CIGNORE;
2660                                 n->setValue(flags);
2661                         }
2662                 }
2663         }*/
2664
2665         // Data is ready now.
2666         return true;
2667 }
2668
2669 MapBlock* ServerMap::finishBlockMake(BlockMakeData *data,
2670                 std::map<v3s16, MapBlock*> &changed_blocks)
2671 {
2672         v3s16 blockpos_min = data->blockpos_min;
2673         v3s16 blockpos_max = data->blockpos_max;
2674         v3s16 blockpos_requested = data->blockpos_requested;
2675         /*infostream<<"finishBlockMake(): ("<<blockpos_requested.X<<","
2676                         <<blockpos_requested.Y<<","
2677                         <<blockpos_requested.Z<<")"<<std::endl;*/
2678
2679         v3s16 extra_borders(1,1,1);
2680
2681         bool enable_mapgen_debug_info = m_emerge->mapgen_debug_info;
2682
2683         /*infostream<<"Resulting vmanip:"<<std::endl;
2684         data->vmanip.print(infostream);*/
2685
2686         // Make sure affected blocks are loaded
2687         for(s16 x=blockpos_min.X-extra_borders.X;
2688                         x<=blockpos_max.X+extra_borders.X; x++)
2689         for(s16 z=blockpos_min.Z-extra_borders.Z;
2690                         z<=blockpos_max.Z+extra_borders.Z; z++)
2691         for(s16 y=blockpos_min.Y-extra_borders.Y;
2692                         y<=blockpos_max.Y+extra_borders.Y; y++)
2693         {
2694                 v3s16 p(x, y, z);
2695                 // Load from disk if not already in memory
2696                 emergeBlock(p, false);
2697         }
2698
2699         /*
2700                 Blit generated stuff to map
2701                 NOTE: blitBackAll adds nearly everything to changed_blocks
2702         */
2703         {
2704                 // 70ms @cs=8
2705                 //TimeTaker timer("finishBlockMake() blitBackAll");
2706                 data->vmanip->blitBackAll(&changed_blocks);
2707         }
2708
2709         EMERGE_DBG_OUT("finishBlockMake: changed_blocks.size()=" << changed_blocks.size());
2710
2711         /*
2712                 Copy transforming liquid information
2713         */
2714         while(data->transforming_liquid.size() > 0)
2715         {
2716                 v3s16 p = data->transforming_liquid.pop_front();
2717                 m_transforming_liquid.push_back(p);
2718         }
2719
2720         /*
2721                 Do stuff in central blocks
2722         */
2723
2724         /*
2725                 Update lighting
2726         */
2727         {
2728 #if 0
2729                 TimeTaker t("finishBlockMake lighting update");
2730
2731                 core::map<v3s16, MapBlock*> lighting_update_blocks;
2732
2733                 // Center blocks
2734                 for(s16 x=blockpos_min.X-extra_borders.X;
2735                                 x<=blockpos_max.X+extra_borders.X; x++)
2736                 for(s16 z=blockpos_min.Z-extra_borders.Z;
2737                                 z<=blockpos_max.Z+extra_borders.Z; z++)
2738                 for(s16 y=blockpos_min.Y-extra_borders.Y;
2739                                 y<=blockpos_max.Y+extra_borders.Y; y++)
2740                 {
2741                         v3s16 p(x, y, z);
2742                         MapBlock *block = getBlockNoCreateNoEx(p);
2743                         assert(block);
2744                         lighting_update_blocks.insert(block->getPos(), block);
2745                 }
2746
2747                 updateLighting(lighting_update_blocks, changed_blocks);
2748 #endif
2749
2750                 /*
2751                         Set lighting to non-expired state in all of them.
2752                         This is cheating, but it is not fast enough if all of them
2753                         would actually be updated.
2754                 */
2755                 for(s16 x=blockpos_min.X-extra_borders.X;
2756                                 x<=blockpos_max.X+extra_borders.X; x++)
2757                 for(s16 z=blockpos_min.Z-extra_borders.Z;
2758                                 z<=blockpos_max.Z+extra_borders.Z; z++)
2759                 for(s16 y=blockpos_min.Y-extra_borders.Y;
2760                                 y<=blockpos_max.Y+extra_borders.Y; y++)
2761                 {
2762                         v3s16 p(x, y, z);
2763                         getBlockNoCreateNoEx(p)->setLightingExpired(false);
2764                 }
2765
2766 #if 0
2767                 if(enable_mapgen_debug_info == false)
2768                         t.stop(true); // Hide output
2769 #endif
2770         }
2771
2772         /*
2773                 Go through changed blocks
2774         */
2775         for(std::map<v3s16, MapBlock*>::iterator i = changed_blocks.begin();
2776                         i != changed_blocks.end(); ++i)
2777         {
2778                 MapBlock *block = i->second;
2779                 assert(block);
2780                 /*
2781                         Update day/night difference cache of the MapBlocks
2782                 */
2783                 block->expireDayNightDiff();
2784                 /*
2785                         Set block as modified
2786                 */
2787                 block->raiseModified(MOD_STATE_WRITE_NEEDED,
2788                                 "finishBlockMake expireDayNightDiff");
2789         }
2790
2791         /*
2792                 Set central blocks as generated
2793         */
2794         for(s16 x=blockpos_min.X; x<=blockpos_max.X; x++)
2795         for(s16 z=blockpos_min.Z; z<=blockpos_max.Z; z++)
2796         for(s16 y=blockpos_min.Y; y<=blockpos_max.Y; y++)
2797         {
2798                 v3s16 p(x, y, z);
2799                 MapBlock *block = getBlockNoCreateNoEx(p);
2800                 assert(block);
2801                 block->setGenerated(true);
2802         }
2803
2804         /*
2805                 Save changed parts of map
2806                 NOTE: Will be saved later.
2807         */
2808         //save(MOD_STATE_WRITE_AT_UNLOAD);
2809
2810         /*infostream<<"finishBlockMake() done for ("<<blockpos_requested.X
2811                         <<","<<blockpos_requested.Y<<","
2812                         <<blockpos_requested.Z<<")"<<std::endl;*/
2813                         
2814         /*
2815                 Update weather data in blocks
2816         */
2817         ServerEnvironment *senv = &((Server *)m_gamedef)->getEnv();
2818         for(s16 x=blockpos_min.X-extra_borders.X;
2819                 x<=blockpos_max.X+extra_borders.X; x++)
2820         for(s16 z=blockpos_min.Z-extra_borders.Z;
2821                 z<=blockpos_max.Z+extra_borders.Z; z++)
2822         for(s16 y=blockpos_min.Y-extra_borders.Y;
2823                 y<=blockpos_max.Y+extra_borders.Y; y++)
2824         {
2825                 v3s16 p(x, y, z);
2826                 MapBlock *block = getBlockNoCreateNoEx(p);
2827                 block->heat_last_update     = 0;
2828                 block->humidity_last_update = 0;
2829                 if (senv->m_use_weather) {
2830                         updateBlockHeat(senv, p * MAP_BLOCKSIZE, block);
2831                         updateBlockHumidity(senv, p * MAP_BLOCKSIZE, block);
2832                 } else {
2833                         block->heat     = HEAT_UNDEFINED;
2834                         block->humidity = HUMIDITY_UNDEFINED;
2835                 }
2836         }
2837         
2838 #if 0
2839         if(enable_mapgen_debug_info)
2840         {
2841                 /*
2842                         Analyze resulting blocks
2843                 */
2844                 /*for(s16 x=blockpos_min.X-1; x<=blockpos_max.X+1; x++)
2845                 for(s16 z=blockpos_min.Z-1; z<=blockpos_max.Z+1; z++)
2846                 for(s16 y=blockpos_min.Y-1; y<=blockpos_max.Y+1; y++)*/
2847                 for(s16 x=blockpos_min.X-0; x<=blockpos_max.X+0; x++)
2848                 for(s16 z=blockpos_min.Z-0; z<=blockpos_max.Z+0; z++)
2849                 for(s16 y=blockpos_min.Y-0; y<=blockpos_max.Y+0; y++)
2850                 {
2851                         v3s16 p = v3s16(x,y,z);
2852                         MapBlock *block = getBlockNoCreateNoEx(p);
2853                         char spos[20];
2854                         snprintf(spos, 20, "(%2d,%2d,%2d)", x, y, z);
2855                         infostream<<"Generated "<<spos<<": "
2856                                         <<analyze_block(block)<<std::endl;
2857                 }
2858         }
2859 #endif
2860
2861         MapBlock *block = getBlockNoCreateNoEx(blockpos_requested);
2862         assert(block);
2863
2864         return block;
2865 }
2866
2867 ServerMapSector * ServerMap::createSector(v2s16 p2d)
2868 {
2869         DSTACKF("%s: p2d=(%d,%d)",
2870                         __FUNCTION_NAME,
2871                         p2d.X, p2d.Y);
2872
2873         /*
2874                 Check if it exists already in memory
2875         */
2876         ServerMapSector *sector = (ServerMapSector*)getSectorNoGenerateNoEx(p2d);
2877         if(sector != NULL)
2878                 return sector;
2879
2880         /*
2881                 Try to load it from disk (with blocks)
2882         */
2883         //if(loadSectorFull(p2d) == true)
2884
2885         /*
2886                 Try to load metadata from disk
2887         */
2888 #if 0
2889         if(loadSectorMeta(p2d) == true)
2890         {
2891                 ServerMapSector *sector = (ServerMapSector*)getSectorNoGenerateNoEx(p2d);
2892                 if(sector == NULL)
2893                 {
2894                         infostream<<"ServerMap::createSector(): loadSectorFull didn't make a sector"<<std::endl;
2895                         throw InvalidPositionException("");
2896                 }
2897                 return sector;
2898         }
2899 #endif
2900         /*
2901                 Do not create over-limit
2902         */
2903         if(p2d.X < -MAP_GENERATION_LIMIT / MAP_BLOCKSIZE
2904         || p2d.X > MAP_GENERATION_LIMIT / MAP_BLOCKSIZE
2905         || p2d.Y < -MAP_GENERATION_LIMIT / MAP_BLOCKSIZE
2906         || p2d.Y > MAP_GENERATION_LIMIT / MAP_BLOCKSIZE)
2907                 throw InvalidPositionException("createSector(): pos. over limit");
2908
2909         /*
2910                 Generate blank sector
2911         */
2912
2913         sector = new ServerMapSector(this, p2d, m_gamedef);
2914
2915         // Sector position on map in nodes
2916         //v2s16 nodepos2d = p2d * MAP_BLOCKSIZE;
2917
2918         /*
2919                 Insert to container
2920         */
2921         m_sectors[p2d] = sector;
2922
2923         return sector;
2924 }
2925
2926 #if 0
2927 /*
2928         This is a quick-hand function for calling makeBlock().
2929 */
2930 MapBlock * ServerMap::generateBlock(
2931                 v3s16 p,
2932                 std::map<v3s16, MapBlock*> &modified_blocks
2933 )
2934 {
2935         DSTACKF("%s: p=(%d,%d,%d)", __FUNCTION_NAME, p.X, p.Y, p.Z);
2936
2937         /*infostream<<"generateBlock(): "
2938                         <<"("<<p.X<<","<<p.Y<<","<<p.Z<<")"
2939                         <<std::endl;*/
2940
2941         bool enable_mapgen_debug_info = g_settings->getBool("enable_mapgen_debug_info");
2942
2943         TimeTaker timer("generateBlock");
2944
2945         //MapBlock *block = original_dummy;
2946
2947         v2s16 p2d(p.X, p.Z);
2948         v2s16 p2d_nodes = p2d * MAP_BLOCKSIZE;
2949
2950         /*
2951                 Do not generate over-limit
2952         */
2953         if(blockpos_over_limit(p))
2954         {
2955                 infostream<<__FUNCTION_NAME<<": Block position over limit"<<std::endl;
2956                 throw InvalidPositionException("generateBlock(): pos. over limit");
2957         }
2958
2959         /*
2960                 Create block make data
2961         */
2962         BlockMakeData data;
2963         initBlockMake(&data, p);
2964
2965         /*
2966                 Generate block
2967         */
2968         {
2969                 TimeTaker t("mapgen::make_block()");
2970                 mapgen->makeChunk(&data);
2971                 //mapgen::make_block(&data);
2972
2973                 if(enable_mapgen_debug_info == false)
2974                         t.stop(true); // Hide output
2975         }
2976
2977         /*
2978                 Blit data back on map, update lighting, add mobs and whatever this does
2979         */
2980         finishBlockMake(&data, modified_blocks);
2981
2982         /*
2983                 Get central block
2984         */
2985         MapBlock *block = getBlockNoCreateNoEx(p);
2986
2987 #if 0
2988         /*
2989                 Check result
2990         */
2991         if(block)
2992         {
2993                 bool erroneus_content = false;
2994                 for(s16 z0=0; z0<MAP_BLOCKSIZE; z0++)
2995                 for(s16 y0=0; y0<MAP_BLOCKSIZE; y0++)
2996                 for(s16 x0=0; x0<MAP_BLOCKSIZE; x0++)
2997                 {
2998                         v3s16 p(x0,y0,z0);
2999                         MapNode n = block->getNode(p);
3000                         if(n.getContent() == CONTENT_IGNORE)
3001                         {
3002                                 infostream<<"CONTENT_IGNORE at "
3003                                                 <<"("<<p.X<<","<<p.Y<<","<<p.Z<<")"
3004                                                 <<std::endl;
3005                                 erroneus_content = true;
3006                                 assert(0);
3007                         }
3008                 }
3009                 if(erroneus_content)
3010                 {
3011                         assert(0);
3012                 }
3013         }
3014 #endif
3015
3016 #if 0
3017         /*
3018                 Generate a completely empty block
3019         */
3020         if(block)
3021         {
3022                 for(s16 z0=0; z0<MAP_BLOCKSIZE; z0++)
3023                 for(s16 x0=0; x0<MAP_BLOCKSIZE; x0++)
3024                 {
3025                         for(s16 y0=0; y0<MAP_BLOCKSIZE; y0++)
3026                         {
3027                                 MapNode n;
3028                                 n.setContent(CONTENT_AIR);
3029                                 block->setNode(v3s16(x0,y0,z0), n);
3030                         }
3031                 }
3032         }
3033 #endif
3034
3035         if(enable_mapgen_debug_info == false)
3036                 timer.stop(true); // Hide output
3037
3038         return block;
3039 }
3040 #endif
3041
3042 MapBlock * ServerMap::createBlock(v3s16 p)
3043 {
3044         DSTACKF("%s: p=(%d,%d,%d)",
3045                         __FUNCTION_NAME, p.X, p.Y, p.Z);
3046
3047         /*
3048                 Do not create over-limit
3049         */
3050         if(p.X < -MAP_GENERATION_LIMIT / MAP_BLOCKSIZE
3051         || p.X > MAP_GENERATION_LIMIT / MAP_BLOCKSIZE
3052         || p.Y < -MAP_GENERATION_LIMIT / MAP_BLOCKSIZE
3053         || p.Y > MAP_GENERATION_LIMIT / MAP_BLOCKSIZE
3054         || p.Z < -MAP_GENERATION_LIMIT / MAP_BLOCKSIZE
3055         || p.Z > MAP_GENERATION_LIMIT / MAP_BLOCKSIZE)
3056                 throw InvalidPositionException("createBlock(): pos. over limit");
3057
3058         v2s16 p2d(p.X, p.Z);
3059         s16 block_y = p.Y;
3060         /*
3061                 This will create or load a sector if not found in memory.
3062                 If block exists on disk, it will be loaded.
3063
3064                 NOTE: On old save formats, this will be slow, as it generates
3065                       lighting on blocks for them.
3066         */
3067         ServerMapSector *sector;
3068         try{
3069                 sector = (ServerMapSector*)createSector(p2d);
3070                 assert(sector->getId() == MAPSECTOR_SERVER);
3071         }
3072         catch(InvalidPositionException &e)
3073         {
3074                 infostream<<"createBlock: createSector() failed"<<std::endl;
3075                 throw e;
3076         }
3077         /*
3078                 NOTE: This should not be done, or at least the exception
3079                 should not be passed on as std::exception, because it
3080                 won't be catched at all.
3081         */
3082         /*catch(std::exception &e)
3083         {
3084                 infostream<<"createBlock: createSector() failed: "
3085                                 <<e.what()<<std::endl;
3086                 throw e;
3087         }*/
3088
3089         /*
3090                 Try to get a block from the sector
3091         */
3092
3093         MapBlock *block = sector->getBlockNoCreateNoEx(block_y);
3094         if(block)
3095         {
3096                 if(block->isDummy())
3097                         block->unDummify();
3098                 return block;
3099         }
3100         // Create blank
3101         block = sector->createBlankBlock(block_y);
3102
3103         return block;
3104 }
3105
3106 MapBlock * ServerMap::emergeBlock(v3s16 p, bool create_blank)
3107 {
3108         DSTACKF("%s: p=(%d,%d,%d), create_blank=%d",
3109                         __FUNCTION_NAME,
3110                         p.X, p.Y, p.Z, create_blank);
3111
3112         {
3113                 MapBlock *block = getBlockNoCreateNoEx(p);
3114                 if(block && block->isDummy() == false)
3115                         return block;
3116         }
3117
3118         {
3119                 MapBlock *block = loadBlock(p);
3120                 if(block)
3121                         return block;
3122         }
3123
3124         if (create_blank) {
3125                 ServerMapSector *sector = createSector(v2s16(p.X, p.Z));
3126                 MapBlock *block = sector->createBlankBlock(p.Y);
3127
3128                 return block;
3129         }
3130
3131 #if 0
3132         if(allow_generate)
3133         {
3134                 std::map<v3s16, MapBlock*> modified_blocks;
3135                 MapBlock *block = generateBlock(p, modified_blocks);
3136                 if(block)
3137                 {
3138                         MapEditEvent event;
3139                         event.type = MEET_OTHER;
3140                         event.p = p;
3141
3142                         // Copy modified_blocks to event
3143                         for(std::map<v3s16, MapBlock*>::iterator
3144                                         i = modified_blocks.begin();
3145                                         i != modified_blocks.end(); ++i)
3146                         {
3147                                 event.modified_blocks.insert(i->first);
3148                         }
3149
3150                         // Queue event
3151                         dispatchEvent(&event);
3152
3153                         return block;
3154                 }
3155         }
3156 #endif
3157
3158         return NULL;
3159 }
3160
3161 MapBlock *ServerMap::getBlockOrEmerge(v3s16 p3d)
3162 {
3163         MapBlock *block = getBlockNoCreateNoEx(p3d);
3164         if (block == NULL)
3165                 m_emerge->enqueueBlockEmerge(PEER_ID_INEXISTENT, p3d, false);
3166
3167         return block;
3168 }
3169
3170 void ServerMap::prepareBlock(MapBlock *block) {
3171         ServerEnvironment *senv = &((Server *)m_gamedef)->getEnv();
3172
3173         // Calculate weather conditions
3174         block->heat_last_update     = 0;
3175         block->humidity_last_update = 0;
3176         if (senv->m_use_weather) {
3177                 v3s16 p = block->getPos() *  MAP_BLOCKSIZE;
3178                 updateBlockHeat(senv, p, block);
3179                 updateBlockHumidity(senv, p, block);
3180         } else {
3181                 block->heat     = HEAT_UNDEFINED;
3182                 block->humidity = HUMIDITY_UNDEFINED;
3183         }
3184 }
3185
3186 s16 ServerMap::findGroundLevel(v2s16 p2d)
3187 {
3188 #if 0
3189         /*
3190                 Uh, just do something random...
3191         */
3192         // Find existing map from top to down
3193         s16 max=63;
3194         s16 min=-64;
3195         v3s16 p(p2d.X, max, p2d.Y);
3196         for(; p.Y>min; p.Y--)
3197         {
3198                 MapNode n = getNodeNoEx(p);
3199                 if(n.getContent() != CONTENT_IGNORE)
3200                         break;
3201         }
3202         if(p.Y == min)
3203                 goto plan_b;
3204         // If this node is not air, go to plan b
3205         if(getNodeNoEx(p).getContent() != CONTENT_AIR)
3206                 goto plan_b;
3207         // Search existing walkable and return it
3208         for(; p.Y>min; p.Y--)
3209         {
3210                 MapNode n = getNodeNoEx(p);
3211                 if(content_walkable(n.d) && n.getContent() != CONTENT_IGNORE)
3212                         return p.Y;
3213         }
3214
3215         // Move to plan b
3216 plan_b:
3217 #endif
3218
3219         /*
3220                 Determine from map generator noise functions
3221         */
3222
3223         s16 level = m_emerge->getGroundLevelAtPoint(p2d);
3224         return level;
3225
3226         //double level = base_rock_level_2d(m_seed, p2d) + AVERAGE_MUD_AMOUNT;
3227         //return (s16)level;
3228 }
3229
3230 bool ServerMap::loadFromFolders() {
3231         if(!dbase->Initialized() && !fs::PathExists(m_savedir + DIR_DELIM + "map.sqlite")) // ?
3232                 return true;
3233         return false;
3234 }
3235
3236 void ServerMap::createDirs(std::string path)
3237 {
3238         if(fs::CreateAllDirs(path) == false)
3239         {
3240                 m_dout<<DTIME<<"ServerMap: Failed to create directory "
3241                                 <<"\""<<path<<"\""<<std::endl;
3242                 throw BaseException("ServerMap failed to create directory");
3243         }
3244 }
3245
3246 std::string ServerMap::getSectorDir(v2s16 pos, int layout)
3247 {
3248         char cc[9];
3249         switch(layout)
3250         {
3251                 case 1:
3252                         snprintf(cc, 9, "%.4x%.4x",
3253                                 (unsigned int)pos.X&0xffff,
3254                                 (unsigned int)pos.Y&0xffff);
3255
3256                         return m_savedir + DIR_DELIM + "sectors" + DIR_DELIM + cc;
3257                 case 2:
3258                         snprintf(cc, 9, "%.3x" DIR_DELIM "%.3x",
3259                                 (unsigned int)pos.X&0xfff,
3260                                 (unsigned int)pos.Y&0xfff);
3261
3262                         return m_savedir + DIR_DELIM + "sectors2" + DIR_DELIM + cc;
3263                 default:
3264                         assert(false);
3265                         return "";
3266         }
3267 }
3268
3269 v2s16 ServerMap::getSectorPos(std::string dirname)
3270 {
3271         unsigned int x = 0, y = 0;
3272         int r;
3273         std::string component;
3274         fs::RemoveLastPathComponent(dirname, &component, 1);
3275         if(component.size() == 8)
3276         {
3277                 // Old layout
3278                 r = sscanf(component.c_str(), "%4x%4x", &x, &y);
3279         }
3280         else if(component.size() == 3)
3281         {
3282                 // New layout
3283                 fs::RemoveLastPathComponent(dirname, &component, 2);
3284                 r = sscanf(component.c_str(), "%3x" DIR_DELIM "%3x", &x, &y);
3285                 // Sign-extend the 12 bit values up to 16 bits...
3286                 if(x&0x800) x|=0xF000;
3287                 if(y&0x800) y|=0xF000;
3288         }
3289         else
3290         {
3291                 assert(false);
3292         }
3293         assert(r == 2);
3294         v2s16 pos((s16)x, (s16)y);
3295         return pos;
3296 }
3297
3298 v3s16 ServerMap::getBlockPos(std::string sectordir, std::string blockfile)
3299 {
3300         v2s16 p2d = getSectorPos(sectordir);
3301
3302         if(blockfile.size() != 4){
3303                 throw InvalidFilenameException("Invalid block filename");
3304         }
3305         unsigned int y;
3306         int r = sscanf(blockfile.c_str(), "%4x", &y);
3307         if(r != 1)
3308                 throw InvalidFilenameException("Invalid block filename");
3309         return v3s16(p2d.X, y, p2d.Y);
3310 }
3311
3312 std::string ServerMap::getBlockFilename(v3s16 p)
3313 {
3314         char cc[5];
3315         snprintf(cc, 5, "%.4x", (unsigned int)p.Y&0xffff);
3316         return cc;
3317 }
3318
3319 void ServerMap::save(ModifiedState save_level)
3320 {
3321         DSTACK(__FUNCTION_NAME);
3322         if(m_map_saving_enabled == false)
3323         {
3324                 infostream<<"WARNING: Not saving map, saving disabled."<<std::endl;
3325                 return;
3326         }
3327
3328         if(save_level == MOD_STATE_CLEAN)
3329                 infostream<<"ServerMap: Saving whole map, this can take time."
3330                                 <<std::endl;
3331
3332         if(m_map_metadata_changed || save_level == MOD_STATE_CLEAN)
3333         {
3334                 saveMapMeta();
3335         }
3336
3337         // Profile modified reasons
3338         Profiler modprofiler;
3339
3340         u32 sector_meta_count = 0;
3341         u32 block_count = 0;
3342         u32 block_count_all = 0; // Number of blocks in memory
3343
3344         // Don't do anything with sqlite unless something is really saved
3345         bool save_started = false;
3346
3347         for(std::map<v2s16, MapSector*>::iterator i = m_sectors.begin();
3348                 i != m_sectors.end(); ++i)
3349         {
3350                 ServerMapSector *sector = (ServerMapSector*)i->second;
3351                 assert(sector->getId() == MAPSECTOR_SERVER);
3352
3353                 if(sector->differs_from_disk || save_level == MOD_STATE_CLEAN)
3354                 {
3355                         saveSectorMeta(sector);
3356                         sector_meta_count++;
3357                 }
3358                 std::list<MapBlock*> blocks;
3359                 sector->getBlocks(blocks);
3360
3361                 for(std::list<MapBlock*>::iterator j = blocks.begin();
3362                         j != blocks.end(); ++j)
3363                 {
3364                         MapBlock *block = *j;
3365
3366                         block_count_all++;
3367
3368                         if(block->getModified() >= (u32)save_level)
3369                         {
3370                                 // Lazy beginSave()
3371                                 if(!save_started){
3372                                         beginSave();
3373                                         save_started = true;
3374                                 }
3375
3376                                 modprofiler.add(block->getModifiedReason(), 1);
3377
3378                                 saveBlock(block);
3379                                 block_count++;
3380
3381                                 /*infostream<<"ServerMap: Written block ("
3382                                                 <<block->getPos().X<<","
3383                                                 <<block->getPos().Y<<","
3384                                                 <<block->getPos().Z<<")"
3385                                                 <<std::endl;*/
3386                         }
3387                 }
3388         }
3389         if(save_started)
3390                 endSave();
3391
3392         /*
3393                 Only print if something happened or saved whole map
3394         */
3395         if(save_level == MOD_STATE_CLEAN || sector_meta_count != 0
3396                         || block_count != 0)
3397         {
3398                 infostream<<"ServerMap: Written: "
3399                                 <<sector_meta_count<<" sector metadata files, "
3400                                 <<block_count<<" block files"
3401                                 <<", "<<block_count_all<<" blocks in memory."
3402                                 <<std::endl;
3403                 PrintInfo(infostream); // ServerMap/ClientMap:
3404                 infostream<<"Blocks modified by: "<<std::endl;
3405                 modprofiler.print(infostream);
3406         }
3407 }
3408
3409 void ServerMap::listAllLoadableBlocks(std::list<v3s16> &dst)
3410 {
3411         if(loadFromFolders()){
3412                 errorstream<<"Map::listAllLoadableBlocks(): Result will be missing "
3413                                 <<"all blocks that are stored in flat files"<<std::endl;
3414         }
3415         dbase->listAllLoadableBlocks(dst);
3416 }
3417
3418 void ServerMap::listAllLoadedBlocks(std::list<v3s16> &dst)
3419 {
3420         for(std::map<v2s16, MapSector*>::iterator si = m_sectors.begin();
3421                 si != m_sectors.end(); ++si)
3422         {
3423                 MapSector *sector = si->second;
3424
3425                 std::list<MapBlock*> blocks;
3426                 sector->getBlocks(blocks);
3427
3428                 for(std::list<MapBlock*>::iterator i = blocks.begin();
3429                                 i != blocks.end(); ++i)
3430                 {
3431                         MapBlock *block = (*i);
3432                         v3s16 p = block->getPos();
3433                         dst.push_back(p);
3434                 }
3435         }
3436 }
3437
3438 void ServerMap::saveMapMeta()
3439 {
3440         DSTACK(__FUNCTION_NAME);
3441
3442         /*infostream<<"ServerMap::saveMapMeta(): "
3443                         <<"seed="<<m_seed
3444                         <<std::endl;*/
3445
3446         createDirs(m_savedir);
3447
3448         std::string fullpath = m_savedir + DIR_DELIM + "map_meta.txt";
3449         std::ostringstream ss(std::ios_base::binary);
3450
3451         Settings params;
3452
3453         m_emerge->saveParamsToSettings(&params);
3454         params.writeLines(ss);
3455
3456         ss<<"[end_of_params]\n";
3457
3458         if(!fs::safeWriteToFile(fullpath, ss.str()))
3459         {
3460                 infostream<<"ERROR: ServerMap::saveMapMeta(): "
3461                                 <<"could not write "<<fullpath<<std::endl;
3462                 throw FileNotGoodException("Cannot save chunk metadata");
3463         }
3464
3465         m_map_metadata_changed = false;
3466 }
3467
3468 void ServerMap::loadMapMeta()
3469 {
3470         DSTACK(__FUNCTION_NAME);
3471
3472         /*infostream<<"ServerMap::loadMapMeta(): Loading map metadata"
3473                         <<std::endl;*/
3474
3475         std::string fullpath = m_savedir + DIR_DELIM + "map_meta.txt";
3476         std::ifstream is(fullpath.c_str(), std::ios_base::binary);
3477         if(is.good() == false)
3478         {
3479                 infostream<<"ERROR: ServerMap::loadMapMeta(): "
3480                                 <<"could not open"<<fullpath<<std::endl;
3481                 throw FileNotGoodException("Cannot open map metadata");
3482         }
3483
3484         Settings params;
3485
3486         for(;;)
3487         {
3488                 if(is.eof())
3489                         throw SerializationError
3490                                         ("ServerMap::loadMapMeta(): [end_of_params] not found");
3491                 std::string line;
3492                 std::getline(is, line);
3493                 std::string trimmedline = trim(line);
3494                 if(trimmedline == "[end_of_params]")
3495                         break;
3496                 params.parseConfigLine(line);
3497         }
3498         
3499         m_emerge->loadParamsFromSettings(&params);
3500
3501         verbosestream<<"ServerMap::loadMapMeta(): seed="
3502                 << m_emerge->params.seed<<std::endl;
3503 }
3504
3505 void ServerMap::saveSectorMeta(ServerMapSector *sector)
3506 {
3507         DSTACK(__FUNCTION_NAME);
3508         // Format used for writing
3509         u8 version = SER_FMT_VER_HIGHEST_WRITE;
3510         // Get destination
3511         v2s16 pos = sector->getPos();
3512         std::string dir = getSectorDir(pos);
3513         createDirs(dir);
3514
3515         std::string fullpath = dir + DIR_DELIM + "meta";
3516         std::ostringstream ss(std::ios_base::binary);
3517
3518         sector->serialize(ss, version);
3519
3520         if(!fs::safeWriteToFile(fullpath, ss.str()))
3521                 throw FileNotGoodException("Cannot write sector metafile");
3522
3523         sector->differs_from_disk = false;
3524 }
3525
3526 MapSector* ServerMap::loadSectorMeta(std::string sectordir, bool save_after_load)
3527 {
3528         DSTACK(__FUNCTION_NAME);
3529         // Get destination
3530         v2s16 p2d = getSectorPos(sectordir);
3531
3532         ServerMapSector *sector = NULL;
3533
3534         std::string fullpath = sectordir + DIR_DELIM + "meta";
3535         std::ifstream is(fullpath.c_str(), std::ios_base::binary);
3536         if(is.good() == false)
3537         {
3538                 // If the directory exists anyway, it probably is in some old
3539                 // format. Just go ahead and create the sector.
3540                 if(fs::PathExists(sectordir))
3541                 {
3542                         /*infostream<<"ServerMap::loadSectorMeta(): Sector metafile "
3543                                         <<fullpath<<" doesn't exist but directory does."
3544                                         <<" Continuing with a sector with no metadata."
3545                                         <<std::endl;*/
3546                         sector = new ServerMapSector(this, p2d, m_gamedef);
3547                         m_sectors[p2d] = sector;
3548                 }
3549                 else
3550                 {
3551                         throw FileNotGoodException("Cannot open sector metafile");
3552                 }
3553         }
3554         else
3555         {
3556                 sector = ServerMapSector::deSerialize
3557                                 (is, this, p2d, m_sectors, m_gamedef);
3558                 if(save_after_load)
3559                         saveSectorMeta(sector);
3560         }
3561
3562         sector->differs_from_disk = false;
3563
3564         return sector;
3565 }
3566
3567 bool ServerMap::loadSectorMeta(v2s16 p2d)
3568 {
3569         DSTACK(__FUNCTION_NAME);
3570
3571         MapSector *sector = NULL;
3572
3573         // The directory layout we're going to load from.
3574         //  1 - original sectors/xxxxzzzz/
3575         //  2 - new sectors2/xxx/zzz/
3576         //  If we load from anything but the latest structure, we will
3577         //  immediately save to the new one, and remove the old.
3578         int loadlayout = 1;
3579         std::string sectordir1 = getSectorDir(p2d, 1);
3580         std::string sectordir;
3581         if(fs::PathExists(sectordir1))
3582         {
3583                 sectordir = sectordir1;
3584         }
3585         else
3586         {
3587                 loadlayout = 2;
3588                 sectordir = getSectorDir(p2d, 2);
3589         }
3590
3591         try{
3592                 sector = loadSectorMeta(sectordir, loadlayout != 2);
3593         }
3594         catch(InvalidFilenameException &e)
3595         {
3596                 return false;
3597         }
3598         catch(FileNotGoodException &e)
3599         {
3600                 return false;
3601         }
3602         catch(std::exception &e)
3603         {
3604                 return false;
3605         }
3606
3607         return true;
3608 }
3609
3610 #if 0
3611 bool ServerMap::loadSectorFull(v2s16 p2d)
3612 {
3613         DSTACK(__FUNCTION_NAME);
3614
3615         MapSector *sector = NULL;
3616
3617         // The directory layout we're going to load from.
3618         //  1 - original sectors/xxxxzzzz/
3619         //  2 - new sectors2/xxx/zzz/
3620         //  If we load from anything but the latest structure, we will
3621         //  immediately save to the new one, and remove the old.
3622         int loadlayout = 1;
3623         std::string sectordir1 = getSectorDir(p2d, 1);
3624         std::string sectordir;
3625         if(fs::PathExists(sectordir1))
3626         {
3627                 sectordir = sectordir1;
3628         }
3629         else
3630         {
3631                 loadlayout = 2;
3632                 sectordir = getSectorDir(p2d, 2);
3633         }
3634
3635         try{
3636                 sector = loadSectorMeta(sectordir, loadlayout != 2);
3637         }
3638         catch(InvalidFilenameException &e)
3639         {
3640                 return false;
3641         }
3642         catch(FileNotGoodException &e)
3643         {
3644                 return false;
3645         }
3646         catch(std::exception &e)
3647         {
3648                 return false;
3649         }
3650
3651         /*
3652                 Load blocks
3653         */
3654         std::vector<fs::DirListNode> list2 = fs::GetDirListing
3655                         (sectordir);
3656         std::vector<fs::DirListNode>::iterator i2;
3657         for(i2=list2.begin(); i2!=list2.end(); i2++)
3658         {
3659                 // We want files
3660                 if(i2->dir)
3661                         continue;
3662                 try{
3663                         loadBlock(sectordir, i2->name, sector, loadlayout != 2);
3664                 }
3665                 catch(InvalidFilenameException &e)
3666                 {
3667                         // This catches unknown crap in directory
3668                 }
3669         }
3670
3671         if(loadlayout != 2)
3672         {
3673                 infostream<<"Sector converted to new layout - deleting "<<
3674                         sectordir1<<std::endl;
3675                 fs::RecursiveDelete(sectordir1);
3676         }
3677
3678         return true;
3679 }
3680 #endif
3681
3682 void ServerMap::beginSave() {
3683         dbase->beginSave();
3684 }
3685
3686 void ServerMap::endSave() {
3687         dbase->endSave();
3688 }
3689
3690 void ServerMap::saveBlock(MapBlock *block)
3691 {
3692   dbase->saveBlock(block);
3693 }
3694
3695 void ServerMap::loadBlock(std::string sectordir, std::string blockfile, MapSector *sector, bool save_after_load)
3696 {
3697         DSTACK(__FUNCTION_NAME);
3698
3699         std::string fullpath = sectordir+DIR_DELIM+blockfile;
3700         try{
3701
3702                 std::ifstream is(fullpath.c_str(), std::ios_base::binary);
3703                 if(is.good() == false)
3704                         throw FileNotGoodException("Cannot open block file");
3705
3706                 v3s16 p3d = getBlockPos(sectordir, blockfile);
3707                 v2s16 p2d(p3d.X, p3d.Z);
3708
3709                 assert(sector->getPos() == p2d);
3710
3711                 u8 version = SER_FMT_VER_INVALID;
3712                 is.read((char*)&version, 1);
3713
3714                 if(is.fail())
3715                         throw SerializationError("ServerMap::loadBlock(): Failed"
3716                                         " to read MapBlock version");
3717
3718                 /*u32 block_size = MapBlock::serializedLength(version);
3719                 SharedBuffer<u8> data(block_size);
3720                 is.read((char*)*data, block_size);*/
3721
3722                 // This will always return a sector because we're the server
3723                 //MapSector *sector = emergeSector(p2d);
3724
3725                 MapBlock *block = NULL;
3726                 bool created_new = false;
3727                 block = sector->getBlockNoCreateNoEx(p3d.Y);
3728                 if(block == NULL)
3729                 {
3730                         block = sector->createBlankBlockNoInsert(p3d.Y);
3731                         created_new = true;
3732                 }
3733
3734                 // Read basic data
3735                 block->deSerialize(is, version, true);
3736
3737                 // If it's a new block, insert it to the map
3738                 if(created_new)
3739                         sector->insertBlock(block);
3740
3741                 /*
3742                         Save blocks loaded in old format in new format
3743                 */
3744
3745                 if(version < SER_FMT_VER_HIGHEST_WRITE || save_after_load)
3746                 {
3747                         saveBlock(block);
3748
3749                         // Should be in database now, so delete the old file
3750                         fs::RecursiveDelete(fullpath);
3751                 }
3752
3753                 // We just loaded it from the disk, so it's up-to-date.
3754                 block->resetModified();
3755
3756         }
3757         catch(SerializationError &e)
3758         {
3759                 infostream<<"WARNING: Invalid block data on disk "
3760                                 <<"fullpath="<<fullpath
3761                                 <<" (SerializationError). "
3762                                 <<"what()="<<e.what()
3763                                 <<std::endl;
3764                                 // Ignoring. A new one will be generated.
3765                 assert(0);
3766
3767                 // TODO: Backup file; name is in fullpath.
3768         }
3769 }
3770
3771 void ServerMap::loadBlock(std::string *blob, v3s16 p3d, MapSector *sector, bool save_after_load)
3772 {
3773         DSTACK(__FUNCTION_NAME);
3774
3775         try {
3776                 std::istringstream is(*blob, std::ios_base::binary);
3777
3778                 u8 version = SER_FMT_VER_INVALID;
3779                 is.read((char*)&version, 1);
3780
3781                 if(is.fail())
3782                         throw SerializationError("ServerMap::loadBlock(): Failed"
3783                                         " to read MapBlock version");
3784
3785                 /*u32 block_size = MapBlock::serializedLength(version);
3786                 SharedBuffer<u8> data(block_size);
3787                 is.read((char*)*data, block_size);*/
3788
3789                 // This will always return a sector because we're the server
3790                 //MapSector *sector = emergeSector(p2d);
3791
3792                 MapBlock *block = NULL;
3793                 bool created_new = false;
3794                 block = sector->getBlockNoCreateNoEx(p3d.Y);
3795                 if(block == NULL)
3796                 {
3797                         block = sector->createBlankBlockNoInsert(p3d.Y);
3798                         created_new = true;
3799                 }
3800
3801                 // Read basic data
3802                 block->deSerialize(is, version, true);
3803
3804                 // If it's a new block, insert it to the map
3805                 if(created_new)
3806                         sector->insertBlock(block);
3807
3808                 /*
3809                         Save blocks loaded in old format in new format
3810                 */
3811
3812                 //if(version < SER_FMT_VER_HIGHEST_READ || save_after_load)
3813                 // Only save if asked to; no need to update version
3814                 if(save_after_load)
3815                         saveBlock(block);
3816
3817                 // We just loaded it from, so it's up-to-date.
3818                 block->resetModified();
3819
3820         }
3821         catch(SerializationError &e)
3822         {
3823                 errorstream<<"Invalid block data in database"
3824                                 <<" ("<<p3d.X<<","<<p3d.Y<<","<<p3d.Z<<")"
3825                                 <<" (SerializationError): "<<e.what()<<std::endl;
3826
3827                 // TODO: Block should be marked as invalid in memory so that it is
3828                 // not touched but the game can run
3829
3830                 if(g_settings->getBool("ignore_world_load_errors")){
3831                         errorstream<<"Ignoring block load error. Duck and cover! "
3832                                         <<"(ignore_world_load_errors)"<<std::endl;
3833                 } else {
3834                         throw SerializationError("Invalid block data in database");
3835                         //assert(0);
3836                 }
3837         }
3838 }
3839
3840 MapBlock* ServerMap::loadBlock(v3s16 blockpos)
3841 {
3842         DSTACK(__FUNCTION_NAME);
3843
3844         v2s16 p2d(blockpos.X, blockpos.Z);
3845
3846         MapBlock *ret;
3847
3848         ret = dbase->loadBlock(blockpos);
3849         if (ret) return (ret);
3850         // Not found in database, try the files
3851
3852         // The directory layout we're going to load from.
3853         //  1 - original sectors/xxxxzzzz/
3854         //  2 - new sectors2/xxx/zzz/
3855         //  If we load from anything but the latest structure, we will
3856         //  immediately save to the new one, and remove the old.
3857         int loadlayout = 1;
3858         std::string sectordir1 = getSectorDir(p2d, 1);
3859         std::string sectordir;
3860         if(fs::PathExists(sectordir1))
3861         {
3862                 sectordir = sectordir1;
3863         }
3864         else
3865         {
3866                 loadlayout = 2;
3867                 sectordir = getSectorDir(p2d, 2);
3868         }
3869
3870         /*
3871                 Make sure sector is loaded
3872         */
3873         MapSector *sector = getSectorNoGenerateNoEx(p2d);
3874         if(sector == NULL)
3875         {
3876                 try{
3877                         sector = loadSectorMeta(sectordir, loadlayout != 2);
3878                 }
3879                 catch(InvalidFilenameException &e)
3880                 {
3881                         return NULL;
3882                 }
3883                 catch(FileNotGoodException &e)
3884                 {
3885                         return NULL;
3886                 }
3887                 catch(std::exception &e)
3888                 {
3889                         return NULL;
3890                 }
3891         }
3892
3893         /*
3894                 Make sure file exists
3895         */
3896
3897         std::string blockfilename = getBlockFilename(blockpos);
3898         if(fs::PathExists(sectordir+DIR_DELIM+blockfilename) == false)
3899                 return NULL;
3900
3901         /*
3902                 Load block and save it to the database
3903         */
3904         loadBlock(sectordir, blockfilename, sector, true);
3905         return getBlockNoCreateNoEx(blockpos);
3906 }
3907
3908 void ServerMap::PrintInfo(std::ostream &out)
3909 {
3910         out<<"ServerMap: ";
3911 }
3912
3913 s16 ServerMap::updateBlockHeat(ServerEnvironment *env, v3s16 p, MapBlock *block)
3914 {
3915         u32 gametime = env->getGameTime();
3916         
3917         if (block) {
3918                 if (gametime - block->heat_last_update < 10)
3919                         return block->heat;
3920         } else {
3921                 block = getBlockNoCreateNoEx(getNodeBlockPos(p));
3922         }
3923
3924         f32 heat = m_emerge->biomedef->calcBlockHeat(p, getSeed(),
3925                         env->getTimeOfDayF(), gametime * env->getTimeOfDaySpeed());
3926
3927         if(block) {
3928                 block->heat = heat;
3929                 block->heat_last_update = gametime;
3930         }
3931         return heat;
3932 }
3933
3934 s16 ServerMap::updateBlockHumidity(ServerEnvironment *env, v3s16 p, MapBlock *block)
3935 {
3936         u32 gametime = env->getGameTime();
3937         
3938         if (block) {
3939                 if (gametime - block->humidity_last_update < 10)
3940                         return block->humidity;
3941         } else {
3942                 block = getBlockNoCreateNoEx(getNodeBlockPos(p));
3943         }
3944
3945         f32 humidity = m_emerge->biomedef->calcBlockHumidity(p, getSeed(),
3946                         env->getTimeOfDayF(), gametime * env->getTimeOfDaySpeed());
3947                         
3948         if(block) {
3949                 block->humidity = humidity;
3950                 block->humidity_last_update = gametime;
3951         }
3952         return humidity;
3953 }
3954
3955 /*
3956         MapVoxelManipulator
3957 */
3958
3959 MapVoxelManipulator::MapVoxelManipulator(Map *map)
3960 {
3961         m_map = map;
3962 }
3963
3964 MapVoxelManipulator::~MapVoxelManipulator()
3965 {
3966         /*infostream<<"MapVoxelManipulator: blocks: "<<m_loaded_blocks.size()
3967                         <<std::endl;*/
3968 }
3969
3970 void MapVoxelManipulator::emerge(VoxelArea a, s32 caller_id)
3971 {
3972         TimeTaker timer1("emerge", &emerge_time);
3973
3974         // Units of these are MapBlocks
3975         v3s16 p_min = getNodeBlockPos(a.MinEdge);
3976         v3s16 p_max = getNodeBlockPos(a.MaxEdge);
3977
3978         VoxelArea block_area_nodes
3979                         (p_min*MAP_BLOCKSIZE, (p_max+1)*MAP_BLOCKSIZE-v3s16(1,1,1));
3980
3981         addArea(block_area_nodes);
3982
3983         for(s32 z=p_min.Z; z<=p_max.Z; z++)
3984         for(s32 y=p_min.Y; y<=p_max.Y; y++)
3985         for(s32 x=p_min.X; x<=p_max.X; x++)
3986         {
3987                 u8 flags = 0;
3988                 MapBlock *block;
3989                 v3s16 p(x,y,z);
3990                 std::map<v3s16, u8>::iterator n;
3991                 n = m_loaded_blocks.find(p);
3992                 if(n != m_loaded_blocks.end())
3993                         continue;
3994
3995                 bool block_data_inexistent = false;
3996                 try
3997                 {
3998                         TimeTaker timer1("emerge load", &emerge_load_time);
3999
4000                         /*infostream<<"Loading block (caller_id="<<caller_id<<")"
4001                                         <<" ("<<p.X<<","<<p.Y<<","<<p.Z<<")"
4002                                         <<" wanted area: ";
4003                         a.print(infostream);
4004                         infostream<<std::endl;*/
4005
4006                         block = m_map->getBlockNoCreate(p);
4007                         if(block->isDummy())
4008                                 block_data_inexistent = true;
4009                         else
4010                                 block->copyTo(*this);
4011                 }
4012                 catch(InvalidPositionException &e)
4013                 {
4014                         block_data_inexistent = true;
4015                 }
4016
4017                 if(block_data_inexistent)
4018                 {
4019                         flags |= VMANIP_BLOCK_DATA_INEXIST;
4020
4021                         VoxelArea a(p*MAP_BLOCKSIZE, (p+1)*MAP_BLOCKSIZE-v3s16(1,1,1));
4022                         // Fill with VOXELFLAG_INEXISTENT
4023                         for(s32 z=a.MinEdge.Z; z<=a.MaxEdge.Z; z++)
4024                         for(s32 y=a.MinEdge.Y; y<=a.MaxEdge.Y; y++)
4025                         {
4026                                 s32 i = m_area.index(a.MinEdge.X,y,z);
4027                                 memset(&m_flags[i], VOXELFLAG_INEXISTENT, MAP_BLOCKSIZE);
4028                         }
4029                 }
4030                 /*else if (block->getNode(0, 0, 0).getContent() == CONTENT_IGNORE)
4031                 {
4032                         // Mark that block was loaded as blank
4033                         flags |= VMANIP_BLOCK_CONTAINS_CIGNORE;
4034                 }*/
4035
4036                 m_loaded_blocks[p] = flags;
4037         }
4038
4039         //infostream<<"emerge done"<<std::endl;
4040 }
4041
4042 /*
4043         SUGG: Add an option to only update eg. water and air nodes.
4044               This will make it interfere less with important stuff if
4045                   run on background.
4046 */
4047 void MapVoxelManipulator::blitBack
4048                 (std::map<v3s16, MapBlock*> & modified_blocks)
4049 {
4050         if(m_area.getExtent() == v3s16(0,0,0))
4051                 return;
4052
4053         //TimeTaker timer1("blitBack");
4054
4055         /*infostream<<"blitBack(): m_loaded_blocks.size()="
4056                         <<m_loaded_blocks.size()<<std::endl;*/
4057
4058         /*
4059                 Initialize block cache
4060         */
4061         v3s16 blockpos_last;
4062         MapBlock *block = NULL;
4063         bool block_checked_in_modified = false;
4064
4065         for(s32 z=m_area.MinEdge.Z; z<=m_area.MaxEdge.Z; z++)
4066         for(s32 y=m_area.MinEdge.Y; y<=m_area.MaxEdge.Y; y++)
4067         for(s32 x=m_area.MinEdge.X; x<=m_area.MaxEdge.X; x++)
4068         {
4069                 v3s16 p(x,y,z);
4070
4071                 u8 f = m_flags[m_area.index(p)];
4072                 if(f & (VOXELFLAG_NOT_LOADED|VOXELFLAG_INEXISTENT))
4073                         continue;
4074
4075                 MapNode &n = m_data[m_area.index(p)];
4076
4077                 v3s16 blockpos = getNodeBlockPos(p);
4078
4079                 try
4080                 {
4081                         // Get block
4082                         if(block == NULL || blockpos != blockpos_last){
4083                                 block = m_map->getBlockNoCreate(blockpos);
4084                                 blockpos_last = blockpos;
4085                                 block_checked_in_modified = false;
4086                         }
4087
4088                         // Calculate relative position in block
4089                         v3s16 relpos = p - blockpos * MAP_BLOCKSIZE;
4090
4091                         // Don't continue if nothing has changed here
4092                         if(block->getNode(relpos) == n)
4093                                 continue;
4094
4095                         //m_map->setNode(m_area.MinEdge + p, n);
4096                         block->setNode(relpos, n);
4097
4098                         /*
4099                                 Make sure block is in modified_blocks
4100                         */
4101                         if(block_checked_in_modified == false)
4102                         {
4103                                 modified_blocks[blockpos] = block;
4104                                 block_checked_in_modified = true;
4105                         }
4106                 }
4107                 catch(InvalidPositionException &e)
4108                 {
4109                 }
4110         }
4111 }
4112
4113 ManualMapVoxelManipulator::ManualMapVoxelManipulator(Map *map):
4114                 MapVoxelManipulator(map),
4115                 m_create_area(false)
4116 {
4117 }
4118
4119 ManualMapVoxelManipulator::~ManualMapVoxelManipulator()
4120 {
4121 }
4122
4123 void ManualMapVoxelManipulator::emerge(VoxelArea a, s32 caller_id)
4124 {
4125         // Just create the area so that it can be pointed to
4126         VoxelManipulator::emerge(a, caller_id);
4127 }
4128
4129 void ManualMapVoxelManipulator::initialEmerge(v3s16 blockpos_min,
4130                                                 v3s16 blockpos_max, bool load_if_inexistent)
4131 {
4132         TimeTaker timer1("initialEmerge", &emerge_time);
4133
4134         // Units of these are MapBlocks
4135         v3s16 p_min = blockpos_min;
4136         v3s16 p_max = blockpos_max;
4137
4138         VoxelArea block_area_nodes
4139                         (p_min*MAP_BLOCKSIZE, (p_max+1)*MAP_BLOCKSIZE-v3s16(1,1,1));
4140
4141         u32 size_MB = block_area_nodes.getVolume()*4/1000000;
4142         if(size_MB >= 1)
4143         {
4144                 infostream<<"initialEmerge: area: ";
4145                 block_area_nodes.print(infostream);
4146                 infostream<<" ("<<size_MB<<"MB)";
4147                 infostream<<std::endl;
4148         }
4149
4150         addArea(block_area_nodes);
4151
4152         for(s32 z=p_min.Z; z<=p_max.Z; z++)
4153         for(s32 y=p_min.Y; y<=p_max.Y; y++)
4154         for(s32 x=p_min.X; x<=p_max.X; x++)
4155         {
4156                 u8 flags = 0;
4157                 MapBlock *block;
4158                 v3s16 p(x,y,z);
4159                 std::map<v3s16, u8>::iterator n;
4160                 n = m_loaded_blocks.find(p);
4161                 if(n != m_loaded_blocks.end())
4162                         continue;
4163
4164                 bool block_data_inexistent = false;
4165                 try
4166                 {
4167                         TimeTaker timer1("emerge load", &emerge_load_time);
4168
4169                         block = m_map->getBlockNoCreate(p);
4170                         if(block->isDummy())
4171                                 block_data_inexistent = true;
4172                         else
4173                                 block->copyTo(*this);
4174                 }
4175                 catch(InvalidPositionException &e)
4176                 {
4177                         block_data_inexistent = true;
4178                 }
4179
4180                 if(block_data_inexistent)
4181                 {
4182                         
4183                         if (load_if_inexistent) {
4184                                 ServerMap *svrmap = (ServerMap *)m_map;
4185                                 block = svrmap->emergeBlock(p, false);
4186                                 if (block == NULL)
4187                                         block = svrmap->createBlock(p);
4188                                 else
4189                                         block->copyTo(*this);
4190                         } else {
4191                                 flags |= VMANIP_BLOCK_DATA_INEXIST;
4192                                 
4193                                 /*
4194                                         Mark area inexistent
4195                                 */
4196                                 VoxelArea a(p*MAP_BLOCKSIZE, (p+1)*MAP_BLOCKSIZE-v3s16(1,1,1));
4197                                 // Fill with VOXELFLAG_INEXISTENT
4198                                 for(s32 z=a.MinEdge.Z; z<=a.MaxEdge.Z; z++)
4199                                 for(s32 y=a.MinEdge.Y; y<=a.MaxEdge.Y; y++)
4200                                 {
4201                                         s32 i = m_area.index(a.MinEdge.X,y,z);
4202                                         memset(&m_flags[i], VOXELFLAG_INEXISTENT, MAP_BLOCKSIZE);
4203                                 }
4204                         }
4205                 }
4206                 /*else if (block->getNode(0, 0, 0).getContent() == CONTENT_IGNORE)
4207                 {
4208                         // Mark that block was loaded as blank
4209                         flags |= VMANIP_BLOCK_CONTAINS_CIGNORE;
4210                 }*/
4211
4212                 m_loaded_blocks[p] = flags;
4213         }
4214 }
4215
4216 void ManualMapVoxelManipulator::blitBackAll(
4217                 std::map<v3s16, MapBlock*> * modified_blocks)
4218 {
4219         if(m_area.getExtent() == v3s16(0,0,0))
4220                 return;
4221
4222         /*
4223                 Copy data of all blocks
4224         */
4225         for(std::map<v3s16, u8>::iterator
4226                         i = m_loaded_blocks.begin();
4227                         i != m_loaded_blocks.end(); ++i)
4228         {
4229                 v3s16 p = i->first;
4230                 MapBlock *block = m_map->getBlockNoCreateNoEx(p);
4231                 bool existed = !(i->second & VMANIP_BLOCK_DATA_INEXIST);
4232                 if(existed == false)
4233                 {
4234                         continue;
4235                 }
4236
4237                 block->copyFrom(*this);
4238
4239                 if(modified_blocks)
4240                         (*modified_blocks)[p] = block;
4241         }
4242 }
4243
4244 //END