3 Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
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.
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.
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.
21 #include "mapsector.h"
27 #include "serialization.h"
28 #include "nodemetadata.h"
34 #include "util/directiontables.h"
35 #include "util/mathconstants.h"
36 #include "rollback_interface.h"
37 #include "environment.h"
39 #include "mapgen_v6.h"
44 #include "database-dummy.h"
45 #include "database-sqlite3.h"
47 #include "database-leveldb.h"
50 #define PP(x) "("<<(x).X<<","<<(x).Y<<","<<(x).Z<<")"
53 SQLite format specification:
54 - Initially only replaces sectors/ and sectors2/
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.
62 Structure of map.sqlite:
73 Map::Map(std::ostream &dout, IGameDef *gamedef):
85 for(std::map<v2s16, MapSector*>::iterator i = m_sectors.begin();
86 i != m_sectors.end(); ++i)
92 void Map::addEventReceiver(MapEventReceiver *event_receiver)
94 m_event_receivers.insert(event_receiver);
97 void Map::removeEventReceiver(MapEventReceiver *event_receiver)
99 m_event_receivers.erase(event_receiver);
102 void Map::dispatchEvent(MapEditEvent *event)
104 for(std::set<MapEventReceiver*>::iterator
105 i = m_event_receivers.begin();
106 i != m_event_receivers.end(); ++i)
108 (*i)->onMapEditEvent(event);
112 MapSector * Map::getSectorNoGenerateNoExNoLock(v2s16 p)
114 if(m_sector_cache != NULL && p == m_sector_cache_p){
115 MapSector * sector = m_sector_cache;
119 std::map<v2s16, MapSector*>::iterator n = m_sectors.find(p);
121 if(n == m_sectors.end())
124 MapSector *sector = n->second;
126 // Cache the last result
127 m_sector_cache_p = p;
128 m_sector_cache = sector;
133 MapSector * Map::getSectorNoGenerateNoEx(v2s16 p)
135 return getSectorNoGenerateNoExNoLock(p);
138 MapSector * Map::getSectorNoGenerate(v2s16 p)
140 MapSector *sector = getSectorNoGenerateNoEx(p);
142 throw InvalidPositionException();
147 MapBlock * Map::getBlockNoCreateNoEx(v3s16 p3d)
149 v2s16 p2d(p3d.X, p3d.Z);
150 MapSector * sector = getSectorNoGenerateNoEx(p2d);
153 MapBlock *block = sector->getBlockNoCreateNoEx(p3d.Y);
157 MapBlock * Map::getBlockNoCreate(v3s16 p3d)
159 MapBlock *block = getBlockNoCreateNoEx(p3d);
161 throw InvalidPositionException();
165 bool Map::isNodeUnderground(v3s16 p)
167 v3s16 blockpos = getNodeBlockPos(p);
169 MapBlock * block = getBlockNoCreate(blockpos);
170 return block->getIsUnderground();
172 catch(InvalidPositionException &e)
178 bool Map::isValidPosition(v3s16 p)
180 v3s16 blockpos = getNodeBlockPos(p);
181 MapBlock *block = getBlockNoCreate(blockpos);
182 return (block != NULL);
185 // Returns a CONTENT_IGNORE node if not found
186 MapNode Map::getNodeNoEx(v3s16 p)
188 v3s16 blockpos = getNodeBlockPos(p);
189 MapBlock *block = getBlockNoCreateNoEx(blockpos);
191 return MapNode(CONTENT_IGNORE);
192 v3s16 relpos = p - blockpos*MAP_BLOCKSIZE;
193 return block->getNodeNoCheck(relpos);
196 // throws InvalidPositionException if not found
197 MapNode Map::getNode(v3s16 p)
199 v3s16 blockpos = getNodeBlockPos(p);
200 MapBlock *block = getBlockNoCreateNoEx(blockpos);
202 throw InvalidPositionException();
203 v3s16 relpos = p - blockpos*MAP_BLOCKSIZE;
204 return block->getNodeNoCheck(relpos);
207 // throws InvalidPositionException if not found
208 void Map::setNode(v3s16 p, MapNode & n)
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);
222 block->setNodeNoCheck(relpos, n);
227 Goes recursively through the neighbours of the node.
229 Alters only transparent nodes.
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.
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.
241 values of from_nodes are lighting values.
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)
248 INodeDefManager *nodemgr = m_gamedef->ndef();
251 v3s16(0,0,1), // back
253 v3s16(1,0,0), // right
254 v3s16(0,0,-1), // front
255 v3s16(0,-1,0), // bottom
256 v3s16(-1,0,0), // left
259 if(from_nodes.size() == 0)
262 u32 blockchangecount = 0;
264 std::map<v3s16, u8> unlighted_nodes;
267 Initialize block cache
270 MapBlock *block = NULL;
271 // Cache this a bit, too
272 bool block_checked_in_modified = false;
274 for(std::map<v3s16, u8>::iterator j = from_nodes.begin();
275 j != from_nodes.end(); ++j)
277 v3s16 pos = j->first;
278 v3s16 blockpos = getNodeBlockPos(pos);
280 // Only fetch a new block if the block position has changed
282 if(block == NULL || blockpos != blockpos_last){
283 block = getBlockNoCreate(blockpos);
284 blockpos_last = blockpos;
286 block_checked_in_modified = false;
290 catch(InvalidPositionException &e)
298 // Calculate relative position in block
299 //v3s16 relpos = pos - blockpos_last * MAP_BLOCKSIZE;
301 // Get node straight from the block
302 //MapNode n = block->getNode(relpos);
304 u8 oldlight = j->second;
306 // Loop through 6 neighbors
307 for(u16 i=0; i<6; i++)
309 // Get the position of the neighbor node
310 v3s16 n2pos = pos + dirs[i];
312 // Get the block where the node is located
313 v3s16 blockpos = getNodeBlockPos(n2pos);
317 // Only fetch a new block if the block position has changed
319 if(block == NULL || blockpos != blockpos_last){
320 block = getBlockNoCreate(blockpos);
321 blockpos_last = blockpos;
323 block_checked_in_modified = false;
327 catch(InvalidPositionException &e)
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);
337 bool changed = false;
339 //TODO: Optimize output by optimizing light_sources?
342 If the neighbor is dimmer than what was specified
343 as oldlight (the light of the previous node)
345 if(n2.getLight(bank, nodemgr) < oldlight)
348 And the neighbor is transparent and it has some light
350 if(nodemgr->get(n2).light_propagates
351 && n2.getLight(bank, nodemgr) != 0)
354 Set light to 0 and add to queue
357 u8 current_light = n2.getLight(bank, nodemgr);
358 n2.setLight(bank, 0, nodemgr);
359 block->setNode(relpos, n2);
361 unlighted_nodes[n2pos] = current_light;
365 Remove from light_sources if it is there
366 NOTE: This doesn't happen nearly at all
368 /*if(light_sources.find(n2pos))
370 infostream<<"Removed from light_sources"<<std::endl;
371 light_sources.remove(n2pos);
376 if(light_sources.find(n2pos) != NULL)
377 light_sources.remove(n2pos);*/
380 light_sources.insert(n2pos);
383 // Add to modified_blocks
384 if(changed == true && block_checked_in_modified == false)
386 // If the block is not found in modified_blocks, add.
387 if(modified_blocks.find(blockpos) == modified_blocks.end())
389 modified_blocks[blockpos] = block;
391 block_checked_in_modified = true;
394 catch(InvalidPositionException &e)
401 /*infostream<<"unspreadLight(): Changed block "
402 <<blockchangecount<<" times"
403 <<" for "<<from_nodes.size()<<" nodes"
406 if(unlighted_nodes.size() > 0)
407 unspreadLight(bank, unlighted_nodes, light_sources, modified_blocks);
411 A single-node wrapper of the above
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)
418 std::map<v3s16, u8> from_nodes;
419 from_nodes[pos] = lightwas;
421 unspreadLight(bank, from_nodes, light_sources, modified_blocks);
425 Lights neighbors of from_nodes, collects all them and then
428 void Map::spreadLight(enum LightBank bank,
429 std::set<v3s16> & from_nodes,
430 std::map<v3s16, MapBlock*> & modified_blocks)
432 INodeDefManager *nodemgr = m_gamedef->ndef();
434 const v3s16 dirs[6] = {
435 v3s16(0,0,1), // back
437 v3s16(1,0,0), // right
438 v3s16(0,0,-1), // front
439 v3s16(0,-1,0), // bottom
440 v3s16(-1,0,0), // left
443 if(from_nodes.size() == 0)
446 u32 blockchangecount = 0;
448 std::set<v3s16> lighted_nodes;
451 Initialize block cache
454 MapBlock *block = NULL;
455 // Cache this a bit, too
456 bool block_checked_in_modified = false;
458 for(std::set<v3s16>::iterator j = from_nodes.begin();
459 j != from_nodes.end(); ++j)
462 v3s16 blockpos = getNodeBlockPos(pos);
464 // Only fetch a new block if the block position has changed
466 if(block == NULL || blockpos != blockpos_last){
467 block = getBlockNoCreate(blockpos);
468 blockpos_last = blockpos;
470 block_checked_in_modified = false;
474 catch(InvalidPositionException &e)
482 // Calculate relative position in block
483 v3s16 relpos = pos - blockpos_last * MAP_BLOCKSIZE;
485 // Get node straight from the block
486 MapNode n = block->getNode(relpos);
488 u8 oldlight = n.getLight(bank, nodemgr);
489 u8 newlight = diminish_light(oldlight);
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];
496 // Get the block where the node is located
497 v3s16 blockpos = getNodeBlockPos(n2pos);
501 // Only fetch a new block if the block position has changed
503 if(block == NULL || blockpos != blockpos_last){
504 block = getBlockNoCreate(blockpos);
505 blockpos_last = blockpos;
507 block_checked_in_modified = false;
511 catch(InvalidPositionException &e)
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);
521 bool changed = false;
523 If the neighbor is brighter than the current node,
524 add to list (it will light up this node on its turn)
526 if(n2.getLight(bank, nodemgr) > undiminish_light(oldlight))
528 lighted_nodes.insert(n2pos);
532 If the neighbor is dimmer than how much light this node
533 would spread on it, add to list
535 if(n2.getLight(bank, nodemgr) < newlight)
537 if(nodemgr->get(n2).light_propagates)
539 n2.setLight(bank, newlight, nodemgr);
540 block->setNode(relpos, n2);
541 lighted_nodes.insert(n2pos);
546 // Add to modified_blocks
547 if(changed == true && block_checked_in_modified == false)
549 // If the block is not found in modified_blocks, add.
550 if(modified_blocks.find(blockpos) == modified_blocks.end())
552 modified_blocks[blockpos] = block;
554 block_checked_in_modified = true;
557 catch(InvalidPositionException &e)
564 /*infostream<<"spreadLight(): Changed block "
565 <<blockchangecount<<" times"
566 <<" for "<<from_nodes.size()<<" nodes"
569 if(lighted_nodes.size() > 0)
570 spreadLight(bank, lighted_nodes, modified_blocks);
574 A single-node source variation of the above.
576 void Map::lightNeighbors(enum LightBank bank,
578 std::map<v3s16, MapBlock*> & modified_blocks)
580 std::set<v3s16> from_nodes;
581 from_nodes.insert(pos);
582 spreadLight(bank, from_nodes, modified_blocks);
585 v3s16 Map::getBrightestNeighbour(enum LightBank bank, v3s16 p)
587 INodeDefManager *nodemgr = m_gamedef->ndef();
590 v3s16(0,0,1), // back
592 v3s16(1,0,0), // right
593 v3s16(0,0,-1), // front
594 v3s16(0,-1,0), // bottom
595 v3s16(-1,0,0), // left
598 u8 brightest_light = 0;
599 v3s16 brightest_pos(0,0,0);
600 bool found_something = false;
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];
610 catch(InvalidPositionException &e)
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;
621 if(found_something == false)
622 throw InvalidPositionException();
624 return brightest_pos;
628 Propagates sunlight down from a node.
629 Starting point gets sunlight.
631 Returns the lowest y value of where the sunlight went.
633 Mud is turned into grass in where the sunlight stops.
635 s16 Map::propagateSunlight(v3s16 start,
636 std::map<v3s16, MapBlock*> & modified_blocks)
638 INodeDefManager *nodemgr = m_gamedef->ndef();
643 v3s16 pos(start.X, y, start.Z);
645 v3s16 blockpos = getNodeBlockPos(pos);
648 block = getBlockNoCreate(blockpos);
650 catch(InvalidPositionException &e)
655 v3s16 relpos = pos - blockpos*MAP_BLOCKSIZE;
656 MapNode n = block->getNode(relpos);
658 if(nodemgr->get(n).sunlight_propagates)
660 n.setLight(LIGHTBANK_DAY, LIGHT_SUN, nodemgr);
661 block->setNode(relpos, n);
663 modified_blocks[blockpos] = block;
667 // Sunlight goes no further
674 void Map::updateLighting(enum LightBank bank,
675 std::map<v3s16, MapBlock*> & a_blocks,
676 std::map<v3s16, MapBlock*> & modified_blocks)
678 INodeDefManager *nodemgr = m_gamedef->ndef();
680 /*m_dout<<DTIME<<"Map::updateLighting(): "
681 <<a_blocks.size()<<" blocks."<<std::endl;*/
683 //TimeTaker timer("updateLighting");
687 //u32 count_was = modified_blocks.size();
689 std::map<v3s16, MapBlock*> blocks_to_update;
691 std::set<v3s16> light_sources;
693 std::map<v3s16, u8> unlight_from;
695 int num_bottom_invalid = 0;
698 //TimeTaker t("first stuff");
700 for(std::map<v3s16, MapBlock*>::iterator i = a_blocks.begin();
701 i != a_blocks.end(); ++i)
703 MapBlock *block = i->second;
707 // Don't bother with dummy blocks.
711 v3s16 pos = block->getPos();
712 v3s16 posnodes = block->getPosRelative();
713 modified_blocks[pos] = block;
714 blocks_to_update[pos] = block;
717 Clear all light from block
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++)
726 MapNode n = block->getNode(p);
727 u8 oldlight = n.getLight(bank, nodemgr);
728 n.setLight(bank, 0, nodemgr);
729 block->setNode(p, n);
731 // If node sources light, add to list
732 u8 source = nodemgr->get(n).light_source;
734 light_sources.insert(p + posnodes);
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)
742 v3s16 p_map = p + posnodes;
743 unlight_from[p_map] = oldlight;
746 catch(InvalidPositionException &e)
749 This would happen when dealing with a
753 infostream<<"updateLighting(): InvalidPositionException"
758 if(bank == LIGHTBANK_DAY)
760 bool bottom_valid = block->propagateSunlight(light_sources);
763 num_bottom_invalid++;
765 // If bottom is valid, we're done.
769 else if(bank == LIGHTBANK_NIGHT)
771 // For night lighting, sunlight is not propagated
776 // Invalid lighting bank
780 /*infostream<<"Bottom for sunlight-propagated block ("
781 <<pos.X<<","<<pos.Y<<","<<pos.Z<<") not valid"
784 // Bottom sunlight is not valid; get the block and loop to it
788 block = getBlockNoCreate(pos);
790 catch(InvalidPositionException &e)
801 Enable this to disable proper lighting for speeding up map
802 generation for testing or whatever
805 //if(g_settings->get(""))
807 core::map<v3s16, MapBlock*>::Iterator i;
808 i = blocks_to_update.getIterator();
809 for(; i.atEnd() == false; i++)
811 MapBlock *block = i.getNode()->getValue();
812 v3s16 p = block->getPos();
813 block->setLightingExpired(false);
821 //TimeTaker timer("unspreadLight");
822 unspreadLight(bank, unlight_from, light_sources, modified_blocks);
827 u32 diff = modified_blocks.size() - count_was;
828 count_was = modified_blocks.size();
829 infostream<<"unspreadLight modified "<<diff<<std::endl;
833 //TimeTaker timer("spreadLight");
834 spreadLight(bank, light_sources, modified_blocks);
839 u32 diff = modified_blocks.size() - count_was;
840 count_was = modified_blocks.size();
841 infostream<<"spreadLight modified "<<diff<<std::endl;
847 //MapVoxelManipulator vmanip(this);
849 // Make a manual voxel manipulator and load all the blocks
850 // that touch the requested blocks
851 ManualMapVoxelManipulator vmanip(this);
854 //TimeTaker timer("initialEmerge");
856 core::map<v3s16, MapBlock*>::Iterator i;
857 i = blocks_to_update.getIterator();
858 for(; i.atEnd() == false; i++)
860 MapBlock *block = i.getNode()->getValue();
861 v3s16 p = block->getPos();
863 // Add all surrounding blocks
864 vmanip.initialEmerge(p - v3s16(1,1,1), p + v3s16(1,1,1));
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)
871 /*for(s16 z=-1; z<=1; z++)
872 for(s16 y=-1; y<=1; y++)
873 for(s16 x=-1; x<=1; x++)
875 v3s16 p2 = p + v3s16(x,y,z);
876 MapBlock *block = getBlockNoCreateNoEx(p2);
881 if(block->getLightingExpired())
883 vmanip.initialEmerge(p2, p2);
886 // Lighting of block will be updated completely
887 block->setLightingExpired(false);
892 //TimeTaker timer("unSpreadLight");
893 vmanip.unspreadLight(bank, unlight_from, light_sources, nodemgr);
896 //TimeTaker timer("spreadLight");
897 vmanip.spreadLight(bank, light_sources, nodemgr);
900 //TimeTaker timer("blitBack");
901 vmanip.blitBack(modified_blocks);
903 /*infostream<<"emerge_time="<<emerge_time<<std::endl;
908 //m_dout<<"Done ("<<getTimestamp()<<")"<<std::endl;
911 void Map::updateLighting(std::map<v3s16, MapBlock*> & a_blocks,
912 std::map<v3s16, MapBlock*> & modified_blocks)
914 updateLighting(LIGHTBANK_DAY, a_blocks, modified_blocks);
915 updateLighting(LIGHTBANK_NIGHT, a_blocks, modified_blocks);
918 Update information about whether day and night light differ
920 for(std::map<v3s16, MapBlock*>::iterator
921 i = modified_blocks.begin();
922 i != modified_blocks.end(); ++i)
924 MapBlock *block = i->second;
925 block->expireDayNightDiff();
931 void Map::addNodeAndUpdate(v3s16 p, MapNode n,
932 std::map<v3s16, MapBlock*> &modified_blocks,
933 bool remove_metadata)
935 INodeDefManager *ndef = m_gamedef->ndef();
938 m_dout<<DTIME<<"Map::addNodeAndUpdate(): p=("
939 <<p.X<<","<<p.Y<<","<<p.Z<<")"<<std::endl;*/
942 From this node to nodes underneath:
943 If lighting is sunlight (1.0), unlight neighbours and
948 v3s16 toppos = p + v3s16(0,1,0);
949 //v3s16 bottompos = p + v3s16(0,-1,0);
951 bool node_under_sunlight = true;
952 std::set<v3s16> light_sources;
955 Collect old node for rollback
957 RollbackNode rollback_oldnode(this, p, m_gamedef);
960 If there is a node at top and it doesn't have sunlight,
961 there has not been any sunlight going down.
963 Otherwise there probably is.
966 MapNode topnode = getNode(toppos);
968 if(topnode.getLight(LIGHTBANK_DAY, ndef) != LIGHT_SUN)
969 node_under_sunlight = false;
971 catch(InvalidPositionException &e)
976 Remove all light that has come out of this node
979 enum LightBank banks[] =
984 for(s32 i=0; i<2; i++)
986 enum LightBank bank = banks[i];
988 u8 lightwas = getNode(p).getLight(bank, ndef);
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;
996 assert(isValidPosition(p));
998 // Unlight neighbours of node.
999 // This means setting light of all consequent dimmer nodes
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);
1005 n.setLight(bank, 0, ndef);
1009 If node lets sunlight through and is under sunlight, it has
1012 if(node_under_sunlight && ndef->get(n).sunlight_propagates)
1014 n.setLight(LIGHTBANK_DAY, LIGHT_SUN, ndef);
1018 Remove node metadata
1020 if (remove_metadata) {
1021 removeNodeMetadata(p);
1025 Set the node on the map
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
1037 if(node_under_sunlight && !ndef->get(n).sunlight_propagates)
1041 //m_dout<<DTIME<<"y="<<y<<std::endl;
1042 v3s16 n2pos(p.X, y, p.Z);
1046 n2 = getNode(n2pos);
1048 catch(InvalidPositionException &e)
1053 if(n2.getLight(LIGHTBANK_DAY, ndef) == LIGHT_SUN)
1055 unLightNeighbors(LIGHTBANK_DAY,
1056 n2pos, n2.getLight(LIGHTBANK_DAY, ndef),
1057 light_sources, modified_blocks);
1058 n2.setLight(LIGHTBANK_DAY, 0, ndef);
1066 for(s32 i=0; i<2; i++)
1068 enum LightBank bank = banks[i];
1071 Spread light from all nodes that might be capable of doing so
1073 spreadLight(bank, light_sources, modified_blocks);
1077 Update information about whether day and night light differ
1079 for(std::map<v3s16, MapBlock*>::iterator
1080 i = modified_blocks.begin();
1081 i != modified_blocks.end(); ++i)
1083 i->second->expireDayNightDiff();
1089 if(m_gamedef->rollback())
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);
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
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
1111 for(u16 i=0; i<7; i++)
1116 v3s16 p2 = p + dirs[i];
1118 MapNode n2 = getNode(p2);
1119 if(ndef->get(n2).isLiquid() || n2.getContent() == CONTENT_AIR)
1121 m_transforming_liquid.push_back(p2);
1124 }catch(InvalidPositionException &e)
1132 void Map::removeNodeAndUpdate(v3s16 p,
1133 std::map<v3s16, MapBlock*> &modified_blocks)
1135 INodeDefManager *ndef = m_gamedef->ndef();
1137 /*PrintInfo(m_dout);
1138 m_dout<<DTIME<<"Map::removeNodeAndUpdate(): p=("
1139 <<p.X<<","<<p.Y<<","<<p.Z<<")"<<std::endl;*/
1141 bool node_under_sunlight = true;
1143 v3s16 toppos = p + v3s16(0,1,0);
1145 // Node will be replaced with this
1146 content_t replace_material = CONTENT_AIR;
1149 Collect old node for rollback
1151 RollbackNode rollback_oldnode(this, p, m_gamedef);
1154 If there is a node at top and it doesn't have sunlight,
1155 there will be no sunlight going down.
1158 MapNode topnode = getNode(toppos);
1160 if(topnode.getLight(LIGHTBANK_DAY, ndef) != LIGHT_SUN)
1161 node_under_sunlight = false;
1163 catch(InvalidPositionException &e)
1167 std::set<v3s16> light_sources;
1169 enum LightBank banks[] =
1174 for(s32 i=0; i<2; i++)
1176 enum LightBank bank = banks[i];
1179 Unlight neighbors (in case the node is a light source)
1181 unLightNeighbors(bank, p,
1182 getNode(p).getLight(bank, ndef),
1183 light_sources, modified_blocks);
1187 Remove node metadata
1190 removeNodeMetadata(p);
1194 This also clears the lighting.
1198 n.setContent(replace_material);
1201 for(s32 i=0; i<2; i++)
1203 enum LightBank bank = banks[i];
1206 Recalculate lighting
1208 spreadLight(bank, light_sources, modified_blocks);
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;
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.
1222 if(node_under_sunlight)
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;*/
1229 for(; y >= ybottom; y--)
1231 v3s16 p2(p.X, y, p.Z);
1232 /*m_dout<<DTIME<<"lighting neighbors of node ("
1233 <<p2.X<<","<<p2.Y<<","<<p2.Z<<")"
1235 lightNeighbors(LIGHTBANK_DAY, p2, modified_blocks);
1240 // Set the lighting of this node to 0
1241 // TODO: Is this needed? Lighting is cleared up there already.
1243 MapNode n = getNode(p);
1244 n.setLight(LIGHTBANK_DAY, 0, ndef);
1247 catch(InvalidPositionException &e)
1253 for(s32 i=0; i<2; i++)
1255 enum LightBank bank = banks[i];
1257 // Get the brightest neighbour node and propagate light from it
1258 v3s16 n2p = getBrightestNeighbour(bank, p);
1260 //MapNode n2 = getNode(n2p);
1261 lightNeighbors(bank, n2p, modified_blocks);
1263 catch(InvalidPositionException &e)
1269 Update information about whether day and night light differ
1271 for(std::map<v3s16, MapBlock*>::iterator
1272 i = modified_blocks.begin();
1273 i != modified_blocks.end(); ++i)
1275 i->second->expireDayNightDiff();
1281 if(m_gamedef->rollback())
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);
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
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
1303 for(u16 i=0; i<7; i++)
1308 v3s16 p2 = p + dirs[i];
1310 MapNode n2 = getNode(p2);
1311 if(ndef->get(n2).isLiquid() || n2.getContent() == CONTENT_AIR)
1313 m_transforming_liquid.push_back(p2);
1316 }catch(InvalidPositionException &e)
1322 bool Map::addNodeWithEvent(v3s16 p, MapNode n, bool remove_metadata)
1325 event.type = remove_metadata ? MEET_ADDNODE : MEET_SWAPNODE;
1329 bool succeeded = true;
1331 std::map<v3s16, MapBlock*> modified_blocks;
1332 addNodeAndUpdate(p, n, modified_blocks, remove_metadata);
1334 // Copy modified_blocks to event
1335 for(std::map<v3s16, MapBlock*>::iterator
1336 i = modified_blocks.begin();
1337 i != modified_blocks.end(); ++i)
1339 event.modified_blocks.insert(i->first);
1342 catch(InvalidPositionException &e){
1346 dispatchEvent(&event);
1351 bool Map::removeNodeWithEvent(v3s16 p)
1354 event.type = MEET_REMOVENODE;
1357 bool succeeded = true;
1359 std::map<v3s16, MapBlock*> modified_blocks;
1360 removeNodeAndUpdate(p, modified_blocks);
1362 // Copy modified_blocks to event
1363 for(std::map<v3s16, MapBlock*>::iterator
1364 i = modified_blocks.begin();
1365 i != modified_blocks.end(); ++i)
1367 event.modified_blocks.insert(i->first);
1370 catch(InvalidPositionException &e){
1374 dispatchEvent(&event);
1379 bool Map::getDayNightDiff(v3s16 blockpos)
1382 v3s16 p = blockpos + v3s16(0,0,0);
1383 MapBlock *b = getBlockNoCreate(p);
1384 if(b->getDayNightDiff())
1387 catch(InvalidPositionException &e){}
1390 v3s16 p = blockpos + v3s16(-1,0,0);
1391 MapBlock *b = getBlockNoCreate(p);
1392 if(b->getDayNightDiff())
1395 catch(InvalidPositionException &e){}
1397 v3s16 p = blockpos + v3s16(0,-1,0);
1398 MapBlock *b = getBlockNoCreate(p);
1399 if(b->getDayNightDiff())
1402 catch(InvalidPositionException &e){}
1404 v3s16 p = blockpos + v3s16(0,0,-1);
1405 MapBlock *b = getBlockNoCreate(p);
1406 if(b->getDayNightDiff())
1409 catch(InvalidPositionException &e){}
1412 v3s16 p = blockpos + v3s16(1,0,0);
1413 MapBlock *b = getBlockNoCreate(p);
1414 if(b->getDayNightDiff())
1417 catch(InvalidPositionException &e){}
1419 v3s16 p = blockpos + v3s16(0,1,0);
1420 MapBlock *b = getBlockNoCreate(p);
1421 if(b->getDayNightDiff())
1424 catch(InvalidPositionException &e){}
1426 v3s16 p = blockpos + v3s16(0,0,1);
1427 MapBlock *b = getBlockNoCreate(p);
1428 if(b->getDayNightDiff())
1431 catch(InvalidPositionException &e){}
1437 Updates usage timers
1439 void Map::timerUpdate(float dtime, float unload_timeout,
1440 std::list<v3s16> *unloaded_blocks)
1442 bool save_before_unloading = (mapType() == MAPTYPE_SERVER);
1444 // Profile modified reasons
1445 Profiler modprofiler;
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;
1453 for(std::map<v2s16, MapSector*>::iterator si = m_sectors.begin();
1454 si != m_sectors.end(); ++si)
1456 MapSector *sector = si->second;
1458 bool all_blocks_deleted = true;
1460 std::list<MapBlock*> blocks;
1461 sector->getBlocks(blocks);
1463 for(std::list<MapBlock*>::iterator i = blocks.begin();
1464 i != blocks.end(); ++i)
1466 MapBlock *block = (*i);
1468 block->incrementUsageTimer(dtime);
1470 if(block->refGet() == 0 && block->getUsageTimer() > unload_timeout)
1472 v3s16 p = block->getPos();
1475 if(block->getModified() != MOD_STATE_CLEAN
1476 && save_before_unloading)
1478 modprofiler.add(block->getModifiedReason(), 1);
1480 saved_blocks_count++;
1483 // Delete from memory
1484 sector->deleteBlock(block);
1487 unloaded_blocks->push_back(p);
1489 deleted_blocks_count++;
1493 all_blocks_deleted = false;
1498 if(all_blocks_deleted)
1500 sector_deletion_queue.push_back(si->first);
1505 // Finally delete the empty sectors
1506 deleteSectors(sector_deletion_queue);
1508 if(deleted_blocks_count != 0)
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);
1525 void Map::unloadUnreferencedBlocks(std::list<v3s16> *unloaded_blocks)
1527 timerUpdate(0.0, -1.0, unloaded_blocks);
1530 void Map::deleteSectors(std::list<v2s16> &list)
1532 for(std::list<v2s16>::iterator j = list.begin();
1533 j != list.end(); ++j)
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);
1546 void Map::unloadUnusedData(float timeout,
1547 core::list<v3s16> *deleted_blocks)
1549 core::list<v2s16> sector_deletion_queue;
1550 u32 deleted_blocks_count = 0;
1551 u32 saved_blocks_count = 0;
1553 core::map<v2s16, MapSector*>::Iterator si = m_sectors.getIterator();
1554 for(; si.atEnd() == false; si++)
1556 MapSector *sector = si.getNode()->getValue();
1558 bool all_blocks_deleted = true;
1560 core::list<MapBlock*> blocks;
1561 sector->getBlocks(blocks);
1562 for(core::list<MapBlock*>::Iterator i = blocks.begin();
1563 i != blocks.end(); i++)
1565 MapBlock *block = (*i);
1567 if(block->getUsageTimer() > timeout)
1570 if(block->getModified() != MOD_STATE_CLEAN)
1573 saved_blocks_count++;
1575 // Delete from memory
1576 sector->deleteBlock(block);
1577 deleted_blocks_count++;
1581 all_blocks_deleted = false;
1585 if(all_blocks_deleted)
1587 sector_deletion_queue.push_back(si.getNode()->getKey());
1591 deleteSectors(sector_deletion_queue);
1593 infostream<<"Map: Unloaded "<<deleted_blocks_count<<" blocks from memory"
1594 <<", of which "<<saved_blocks_count<<" were wr."
1597 //return sector_deletion_queue.getSize();
1598 //return deleted_blocks_count;
1602 void Map::PrintInfo(std::ostream &out)
1607 #define WATER_DROP_BOOST 4
1611 NEIGHBOR_SAME_LEVEL,
1614 struct NodeNeighbor {
1618 bool l; //can liquid
1622 void Map::transforming_liquid_add(v3s16 p) {
1623 m_transforming_liquid.push_back(p);
1626 s32 Map::transforming_liquid_size() {
1627 return m_transforming_liquid.size();
1630 const v3s16 g_7dirs[7] =
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
1646 void Map::transformLiquidsFinite(std::map<v3s16, MapBlock*> & modified_blocks)
1648 INodeDefManager *nodemgr = m_gamedef->ndef();
1650 DSTACK(__FUNCTION_NAME);
1651 //TimeTaker timer("transformLiquids()");
1654 u32 initial_size = m_transforming_liquid.size();
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");
1660 // list of nodes that due to viscosity have not reached their max level height
1661 UniqueQueue<v3s16> must_reflow, must_reflow_second;
1663 // List of MapBlocks that will require a lighting update (due to lava)
1664 std::map<v3s16, MapBlock*> lighting_modified_blocks;
1666 u16 loop_max = g_settings->getU16("liquid_loop_max");
1668 //if (m_transforming_liquid.size() > 0) errorstream << "Liquid queue size="<<m_transforming_liquid.size()<<std::endl;
1670 while (m_transforming_liquid.size() > 0)
1672 // This should be done here so that it is done when continue is used
1673 if (loopcount >= initial_size || loopcount >= loop_max)
1677 Get a queued transforming liquid node
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};
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;
1691 Collect information about the environment
1693 const v3s16 *dirs = g_7dirs;
1694 for (u16 i = 0; i < 7; i++) {
1695 NeighborType nt = NEIGHBOR_SAME_LEVEL;
1698 nt = NEIGHBOR_UPPER;
1701 nt = NEIGHBOR_LOWER;
1704 v3s16 npos = p0 + dirs[i];
1706 neighbors[i].n = getNodeNoEx(npos);
1707 neighbors[i].t = nt;
1708 neighbors[i].p = npos;
1711 NodeNeighbor & nb = neighbors[i];
1713 switch (nodemgr->get(nb.n.getContent()).liquid_type) {
1715 if (nb.n.getContent() == CONTENT_AIR) {
1716 liquid_levels[i] = 0;
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;
1731 nb.i = (nb.n.param2 & LIQUID_INFINITY_MASK);
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);
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];
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;
1766 if (liquid_kind == CONTENT_IGNORE ||
1767 !neighbors[D_SELF].l ||
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];
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;
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)) {
1792 // calculate self level 5 blocks
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;
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) {
1807 for (u16 ii = D_SELF; ii < D_TOP; ++ii) { // fill only same level
1808 if (!neighbors[ii].l)
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];
1817 } else if (neighbors[ii].l > 0){
1818 ++liquid_levels_want[ii];
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];
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];
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
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;
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;
1862 for (u16 i = 0; i < 7; i++) {
1863 if (liquid_levels_want[i] < 0 || !neighbors[i].l)
1865 MapNode & n0 = neighbors[i].n;
1866 p0 = neighbors[i].p;
1868 decide on the type (and possibly level) of the current node
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;
1884 new_node_level = liquid_levels_want[i];
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;
1892 new_node_content = CONTENT_AIR;
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]);
1905 check if anything has changed.
1906 if not, just continue with the next node.
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
1917 (nodemgr->get(n0.getContent()).liquid_type != LIQUID_SOURCE ||
1918 (((n0.param2 & LIQUID_INFINITY_MASK) ==
1919 LIQUID_INFINITY_MASK) == neighbors[i].i
1922 if (liquid_levels[i] == new_node_level)
1930 update the current node
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);
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;
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);
1955 if(!suspect.empty()){
1957 RollbackScopeActor rollback_scope(m_gamedef->rollback(), suspect, true);
1958 // Get old node for rollback
1959 RollbackNode rollback_oldnode(this, p0, m_gamedef);
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);
1972 v3s16 blockpos = getNodeBlockPos(p0);
1973 MapBlock *block = getBlockNoCreateNoEx(blockpos);
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;
1980 must_reflow.push_back(neighbors[i].p);
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]);
1990 infostream<<"Map::transformLiquids(): loopcount="<<loopcount
1991 <<" reflow="<<must_reflow.size()
1992 <<" queue="<< m_transforming_liquid.size()<<std::endl;
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);
2001 void Map::transformLiquids(std::map<v3s16, MapBlock*> & modified_blocks)
2004 if (g_settings->getBool("liquid_finite"))
2005 return Map::transformLiquidsFinite(modified_blocks);
2007 INodeDefManager *nodemgr = m_gamedef->ndef();
2009 DSTACK(__FUNCTION_NAME);
2010 //TimeTaker timer("transformLiquids()");
2013 u32 initial_size = m_transforming_liquid.size();
2015 /*if(initial_size != 0)
2016 infostream<<"transformLiquids(): initial_size="<<initial_size<<std::endl;*/
2018 // list of nodes that due to viscosity have not reached their max level height
2019 UniqueQueue<v3s16> must_reflow;
2021 // List of MapBlocks that will require a lighting update (due to lava)
2022 std::map<v3s16, MapBlock*> lighting_modified_blocks;
2024 u16 loop_max = g_settings->getU16("liquid_loop_max");
2026 while(m_transforming_liquid.size() != 0)
2028 // This should be done here so that it is done when continue is used
2029 if(loopcount >= initial_size || loopcount >= loop_max)
2034 Get a queued transforming liquid node
2036 v3s16 p0 = m_transforming_liquid.pop_front();
2038 MapNode n0 = getNodeNoEx(p0);
2041 Collect information about current node
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) {
2048 liquid_level = LIQUID_LEVEL_SOURCE;
2049 liquid_kind = nodemgr->getId(nodemgr->get(n0).liquid_alternative_flowing);
2051 case LIQUID_FLOWING:
2052 liquid_level = (n0.param2 & LIQUID_LEVEL_MASK);
2053 liquid_kind = n0.getContent();
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)
2060 liquid_kind = CONTENT_AIR;
2065 Collect information about the environment
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
2072 NodeNeighbor airs[6]; // surrounding air
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;
2081 nt = NEIGHBOR_UPPER;
2084 nt = NEIGHBOR_LOWER;
2087 v3s16 npos = p0 + dirs[i];
2088 NodeNeighbor nb = {getNodeNoEx(npos), nt, npos};
2089 switch (nodemgr->get(nb.n.getContent()).liquid_type) {
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;
2103 neutrals[num_neutrals++] = nb;
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;
2113 // Do not count bottom source, it will screw things up
2115 sources[num_sources++] = nb;
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;
2125 flows[num_flows++] = nb;
2126 if (nb.t == NEIGHBOR_LOWER)
2127 flowing_down = true;
2134 decide on the type (and possibly level) of the current node
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;
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;
2164 case NEIGHBOR_LOWER:
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;
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);
2189 new_node_level = max_node_level;
2191 if (max_node_level >= (LIQUID_LEVEL_MAX+1-range))
2192 new_node_content = liquid_kind;
2194 new_node_content = CONTENT_AIR;
2199 check if anything has changed. if not, just continue with the next node.
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)
2209 update the current node
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);
2217 // set the liquid level and flow bit to 0
2218 n0.param2 = ~(LIQUID_LEVEL_MASK | LIQUID_FLOW_DOWN_MASK);
2220 n0.setContent(new_node_content);
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);
2228 if(!suspect.empty()){
2230 RollbackScopeActor rollback_scope(m_gamedef->rollback(), suspect, true);
2231 // Get old node for rollback
2232 RollbackNode rollback_oldnode(this, p0, m_gamedef);
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);
2245 v3s16 blockpos = getNodeBlockPos(p0);
2246 MapBlock *block = getBlockNoCreateNoEx(blockpos);
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;
2256 enqueue neighbors for update if neccessary
2258 switch (nodemgr->get(n0.getContent()).liquid_type) {
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);
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);
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);
2282 NodeMetadata *Map::getNodeMetadata(v3s16 p)
2284 v3s16 blockpos = getNodeBlockPos(p);
2285 v3s16 p_rel = p - blockpos*MAP_BLOCKSIZE;
2286 MapBlock *block = getBlockNoCreateNoEx(blockpos);
2288 infostream<<"Map::getNodeMetadata(): Need to emerge "
2289 <<PP(blockpos)<<std::endl;
2290 block = emergeBlock(blockpos, false);
2293 infostream<<"WARNING: Map::getNodeMetadata(): Block not found"
2297 NodeMetadata *meta = block->m_node_metadata.get(p_rel);
2301 bool Map::setNodeMetadata(v3s16 p, NodeMetadata *meta)
2303 v3s16 blockpos = getNodeBlockPos(p);
2304 v3s16 p_rel = p - blockpos*MAP_BLOCKSIZE;
2305 MapBlock *block = getBlockNoCreateNoEx(blockpos);
2307 infostream<<"Map::setNodeMetadata(): Need to emerge "
2308 <<PP(blockpos)<<std::endl;
2309 block = emergeBlock(blockpos, false);
2312 infostream<<"WARNING: Map::setNodeMetadata(): Block not found"
2316 block->m_node_metadata.set(p_rel, meta);
2320 void Map::removeNodeMetadata(v3s16 p)
2322 v3s16 blockpos = getNodeBlockPos(p);
2323 v3s16 p_rel = p - blockpos*MAP_BLOCKSIZE;
2324 MapBlock *block = getBlockNoCreateNoEx(blockpos);
2327 infostream<<"WARNING: Map::removeNodeMetadata(): Block not found"
2331 block->m_node_metadata.remove(p_rel);
2334 NodeTimer Map::getNodeTimer(v3s16 p)
2336 v3s16 blockpos = getNodeBlockPos(p);
2337 v3s16 p_rel = p - blockpos*MAP_BLOCKSIZE;
2338 MapBlock *block = getBlockNoCreateNoEx(blockpos);
2340 infostream<<"Map::getNodeTimer(): Need to emerge "
2341 <<PP(blockpos)<<std::endl;
2342 block = emergeBlock(blockpos, false);
2345 infostream<<"WARNING: Map::getNodeTimer(): Block not found"
2349 NodeTimer t = block->m_node_timers.get(p_rel);
2353 void Map::setNodeTimer(v3s16 p, NodeTimer t)
2355 v3s16 blockpos = getNodeBlockPos(p);
2356 v3s16 p_rel = p - blockpos*MAP_BLOCKSIZE;
2357 MapBlock *block = getBlockNoCreateNoEx(blockpos);
2359 infostream<<"Map::setNodeTimer(): Need to emerge "
2360 <<PP(blockpos)<<std::endl;
2361 block = emergeBlock(blockpos, false);
2364 infostream<<"WARNING: Map::setNodeTimer(): Block not found"
2368 block->m_node_timers.set(p_rel, t);
2371 void Map::removeNodeTimer(v3s16 p)
2373 v3s16 blockpos = getNodeBlockPos(p);
2374 v3s16 p_rel = p - blockpos*MAP_BLOCKSIZE;
2375 MapBlock *block = getBlockNoCreateNoEx(blockpos);
2378 infostream<<"WARNING: Map::removeNodeTimer(): Block not found"
2382 block->m_node_timers.remove(p_rel);
2385 s16 Map::getHeat(v3s16 p)
2387 MapBlock *block = getBlockNoCreateNoEx(getNodeBlockPos(p));
2391 //errorstream << "No heat for " << p.X<<"," << p.Z << std::endl;
2395 s16 Map::getHumidity(v3s16 p)
2397 MapBlock *block = getBlockNoCreateNoEx(getNodeBlockPos(p));
2399 return block->humidity;
2401 //errorstream << "No humidity for " << p.X<<"," << p.Z << std::endl;
2408 ServerMap::ServerMap(std::string savedir, IGameDef *gamedef, EmergeManager *emerge):
2409 Map(dout_server, gamedef),
2411 m_map_metadata_changed(true)
2413 verbosestream<<__FUNCTION_NAME<<std::endl;
2416 m_mgparams = m_emerge->getParamsFromSettings(g_settings);
2418 m_mgparams = new MapgenV6Params();
2420 m_seed = m_mgparams->seed;
2422 if (g_settings->get("fixed_map_seed").empty())
2424 m_seed = (((u64)(myrand() & 0xffff) << 0)
2425 | ((u64)(myrand() & 0xffff) << 16)
2426 | ((u64)(myrand() & 0xffff) << 32)
2427 | ((u64)(myrand() & 0xffff) << 48));
2428 m_mgparams->seed = m_seed;
2432 Experimental and debug stuff
2439 Try to load map; if not found, create a new one.
2442 // Determine which database backend to use
2443 std::string conf_path = savedir + DIR_DELIM + "world.mt";
2445 bool succeeded = conf.readConfigFile(conf_path.c_str());
2446 if (!succeeded || !conf.exists("backend")) {
2447 // fall back to sqlite3
2448 dbase = new Database_SQLite3(this, savedir);
2449 conf.set("backend", "sqlite3");
2451 std::string backend = conf.get("backend");
2452 if (backend == "dummy")
2453 dbase = new Database_Dummy(this);
2454 else if (backend == "sqlite3")
2455 dbase = new Database_SQLite3(this, savedir);
2457 else if (backend == "leveldb")
2458 dbase = new Database_LevelDB(this, savedir);
2461 throw BaseException("Unknown map backend");
2464 m_savedir = savedir;
2465 m_map_saving_enabled = false;
2469 // If directory exists, check contents and load if possible
2470 if(fs::PathExists(m_savedir))
2472 // If directory is empty, it is safe to save into it.
2473 if(fs::GetDirListing(m_savedir).size() == 0)
2475 infostream<<"ServerMap: Empty save directory is valid."
2477 m_map_saving_enabled = true;
2482 // Load map metadata (seed, chunksize)
2485 catch(SettingNotFoundException &e){
2486 infostream<<"ServerMap: Some metadata not found."
2487 <<" Using default settings."<<std::endl;
2489 catch(FileNotGoodException &e){
2490 infostream<<"WARNING: Could not load map metadata"
2491 //<<" Disabling chunk-based generator."
2496 infostream<<"ServerMap: Successfully loaded map "
2497 <<"metadata from "<<savedir
2498 <<", assuming valid save directory."
2499 <<" seed="<<m_seed<<"."
2502 m_map_saving_enabled = true;
2503 // Map loaded, not creating new one
2507 // If directory doesn't exist, it is safe to save to it
2509 m_map_saving_enabled = true;
2512 catch(std::exception &e)
2514 infostream<<"WARNING: ServerMap: Failed to load map from "<<savedir
2515 <<", exception: "<<e.what()<<std::endl;
2516 infostream<<"Please remove the map or fix it."<<std::endl;
2517 infostream<<"WARNING: Map saving will be disabled."<<std::endl;
2520 infostream<<"Initializing new map."<<std::endl;
2522 // Create zero sector
2523 emergeSector(v2s16(0,0));
2525 // Initially write whole map
2526 save(MOD_STATE_CLEAN);
2529 ServerMap::~ServerMap()
2531 verbosestream<<__FUNCTION_NAME<<std::endl;
2535 if(m_map_saving_enabled)
2537 // Save only changed parts
2538 save(MOD_STATE_WRITE_AT_UNLOAD);
2539 infostream<<"ServerMap: Saved map to "<<m_savedir<<std::endl;
2543 infostream<<"ServerMap: Map not saved"<<std::endl;
2546 catch(std::exception &e)
2548 infostream<<"ServerMap: Failed to save map to "<<m_savedir
2549 <<", exception: "<<e.what()<<std::endl;
2553 Close database if it was opened
2561 core::map<v2s16, MapChunk*>::Iterator i = m_chunks.getIterator();
2562 for(; i.atEnd() == false; i++)
2564 MapChunk *chunk = i.getNode()->getValue();
2572 bool ServerMap::initBlockMake(BlockMakeData *data, v3s16 blockpos)
2574 bool enable_mapgen_debug_info = m_emerge->mapgen_debug_info;
2575 EMERGE_DBG_OUT("initBlockMake(): " PP(blockpos) " - " PP(blockpos));
2577 s16 chunksize = m_mgparams->chunksize;
2578 s16 coffset = -chunksize / 2;
2579 v3s16 chunk_offset(coffset, coffset, coffset);
2580 v3s16 blockpos_div = getContainerPos(blockpos - chunk_offset, chunksize);
2581 v3s16 blockpos_min = blockpos_div * chunksize;
2582 v3s16 blockpos_max = blockpos_div * chunksize + v3s16(1,1,1)*(chunksize-1);
2583 blockpos_min += chunk_offset;
2584 blockpos_max += chunk_offset;
2586 v3s16 extra_borders(1,1,1);
2588 // Do nothing if not inside limits (+-1 because of neighbors)
2589 if(blockpos_over_limit(blockpos_min - extra_borders) ||
2590 blockpos_over_limit(blockpos_max + extra_borders))
2593 data->seed = m_seed;
2594 data->blockpos_min = blockpos_min;
2595 data->blockpos_max = blockpos_max;
2596 data->blockpos_requested = blockpos;
2597 data->nodedef = m_gamedef->ndef();
2600 Create the whole area of this and the neighboring blocks
2603 //TimeTaker timer("initBlockMake() create area");
2605 for(s16 x=blockpos_min.X-extra_borders.X;
2606 x<=blockpos_max.X+extra_borders.X; x++)
2607 for(s16 z=blockpos_min.Z-extra_borders.Z;
2608 z<=blockpos_max.Z+extra_borders.Z; z++)
2610 v2s16 sectorpos(x, z);
2611 // Sector metadata is loaded from disk if not already loaded.
2612 ServerMapSector *sector = createSector(sectorpos);
2615 for(s16 y=blockpos_min.Y-extra_borders.Y;
2616 y<=blockpos_max.Y+extra_borders.Y; y++)
2619 //MapBlock *block = createBlock(p);
2620 // 1) get from memory, 2) load from disk
2621 MapBlock *block = emergeBlock(p, false);
2622 // 3) create a blank one
2625 block = createBlock(p);
2628 Block gets sunlight if this is true.
2630 Refer to the map generator heuristics.
2632 bool ug = m_emerge->isBlockUnderground(p);
2633 block->setIsUnderground(ug);
2636 // Lighting will not be valid after make_chunk is called
2637 block->setLightingExpired(true);
2638 // Lighting will be calculated
2639 //block->setLightingExpired(false);
2645 Now we have a big empty area.
2647 Make a ManualMapVoxelManipulator that contains this and the
2651 // The area that contains this block and it's neighbors
2652 v3s16 bigarea_blocks_min = blockpos_min - extra_borders;
2653 v3s16 bigarea_blocks_max = blockpos_max + extra_borders;
2655 data->vmanip = new ManualMapVoxelManipulator(this);
2656 //data->vmanip->setMap(this);
2660 //TimeTaker timer("initBlockMake() initialEmerge");
2661 data->vmanip->initialEmerge(bigarea_blocks_min, bigarea_blocks_max, false);
2664 // Ensure none of the blocks to be generated were marked as containing CONTENT_IGNORE
2665 /* for (s16 z = blockpos_min.Z; z <= blockpos_max.Z; z++) {
2666 for (s16 y = blockpos_min.Y; y <= blockpos_max.Y; y++) {
2667 for (s16 x = blockpos_min.X; x <= blockpos_max.X; x++) {
2668 core::map<v3s16, u8>::Node *n;
2669 n = data->vmanip->m_loaded_blocks.find(v3s16(x, y, z));
2672 u8 flags = n->getValue();
2673 flags &= ~VMANIP_BLOCK_CONTAINS_CIGNORE;
2679 // Data is ready now.
2683 MapBlock* ServerMap::finishBlockMake(BlockMakeData *data,
2684 std::map<v3s16, MapBlock*> &changed_blocks)
2686 v3s16 blockpos_min = data->blockpos_min;
2687 v3s16 blockpos_max = data->blockpos_max;
2688 v3s16 blockpos_requested = data->blockpos_requested;
2689 /*infostream<<"finishBlockMake(): ("<<blockpos_requested.X<<","
2690 <<blockpos_requested.Y<<","
2691 <<blockpos_requested.Z<<")"<<std::endl;*/
2693 v3s16 extra_borders(1,1,1);
2695 bool enable_mapgen_debug_info = m_emerge->mapgen_debug_info;
2697 /*infostream<<"Resulting vmanip:"<<std::endl;
2698 data->vmanip.print(infostream);*/
2700 // Make sure affected blocks are loaded
2701 for(s16 x=blockpos_min.X-extra_borders.X;
2702 x<=blockpos_max.X+extra_borders.X; x++)
2703 for(s16 z=blockpos_min.Z-extra_borders.Z;
2704 z<=blockpos_max.Z+extra_borders.Z; z++)
2705 for(s16 y=blockpos_min.Y-extra_borders.Y;
2706 y<=blockpos_max.Y+extra_borders.Y; y++)
2709 // Load from disk if not already in memory
2710 emergeBlock(p, false);
2714 Blit generated stuff to map
2715 NOTE: blitBackAll adds nearly everything to changed_blocks
2719 //TimeTaker timer("finishBlockMake() blitBackAll");
2720 data->vmanip->blitBackAll(&changed_blocks);
2723 EMERGE_DBG_OUT("finishBlockMake: changed_blocks.size()=" << changed_blocks.size());
2726 Copy transforming liquid information
2728 while(data->transforming_liquid.size() > 0)
2730 v3s16 p = data->transforming_liquid.pop_front();
2731 m_transforming_liquid.push_back(p);
2735 Do stuff in central blocks
2743 TimeTaker t("finishBlockMake lighting update");
2745 core::map<v3s16, MapBlock*> lighting_update_blocks;
2748 for(s16 x=blockpos_min.X-extra_borders.X;
2749 x<=blockpos_max.X+extra_borders.X; x++)
2750 for(s16 z=blockpos_min.Z-extra_borders.Z;
2751 z<=blockpos_max.Z+extra_borders.Z; z++)
2752 for(s16 y=blockpos_min.Y-extra_borders.Y;
2753 y<=blockpos_max.Y+extra_borders.Y; y++)
2756 MapBlock *block = getBlockNoCreateNoEx(p);
2758 lighting_update_blocks.insert(block->getPos(), block);
2761 updateLighting(lighting_update_blocks, changed_blocks);
2765 Set lighting to non-expired state in all of them.
2766 This is cheating, but it is not fast enough if all of them
2767 would actually be updated.
2769 for(s16 x=blockpos_min.X-extra_borders.X;
2770 x<=blockpos_max.X+extra_borders.X; x++)
2771 for(s16 z=blockpos_min.Z-extra_borders.Z;
2772 z<=blockpos_max.Z+extra_borders.Z; z++)
2773 for(s16 y=blockpos_min.Y-extra_borders.Y;
2774 y<=blockpos_max.Y+extra_borders.Y; y++)
2777 getBlockNoCreateNoEx(p)->setLightingExpired(false);
2781 if(enable_mapgen_debug_info == false)
2782 t.stop(true); // Hide output
2787 Go through changed blocks
2789 for(std::map<v3s16, MapBlock*>::iterator i = changed_blocks.begin();
2790 i != changed_blocks.end(); ++i)
2792 MapBlock *block = i->second;
2795 Update day/night difference cache of the MapBlocks
2797 block->expireDayNightDiff();
2799 Set block as modified
2801 block->raiseModified(MOD_STATE_WRITE_NEEDED,
2802 "finishBlockMake expireDayNightDiff");
2806 Set central blocks as generated
2808 for(s16 x=blockpos_min.X; x<=blockpos_max.X; x++)
2809 for(s16 z=blockpos_min.Z; z<=blockpos_max.Z; z++)
2810 for(s16 y=blockpos_min.Y; y<=blockpos_max.Y; y++)
2813 MapBlock *block = getBlockNoCreateNoEx(p);
2815 block->setGenerated(true);
2819 Save changed parts of map
2820 NOTE: Will be saved later.
2822 //save(MOD_STATE_WRITE_AT_UNLOAD);
2824 /*infostream<<"finishBlockMake() done for ("<<blockpos_requested.X
2825 <<","<<blockpos_requested.Y<<","
2826 <<blockpos_requested.Z<<")"<<std::endl;*/
2829 Update weather data in blocks
2831 ServerEnvironment *senv = &((Server *)m_gamedef)->getEnv();
2832 for(s16 x=blockpos_min.X-extra_borders.X;
2833 x<=blockpos_max.X+extra_borders.X; x++)
2834 for(s16 z=blockpos_min.Z-extra_borders.Z;
2835 z<=blockpos_max.Z+extra_borders.Z; z++)
2836 for(s16 y=blockpos_min.Y-extra_borders.Y;
2837 y<=blockpos_max.Y+extra_borders.Y; y++)
2840 MapBlock *block = getBlockNoCreateNoEx(p);
2841 block->heat_last_update = 0;
2842 block->humidity_last_update = 0;
2843 if (senv->m_use_weather) {
2844 updateBlockHeat(senv, p * MAP_BLOCKSIZE, block);
2845 updateBlockHumidity(senv, p * MAP_BLOCKSIZE, block);
2847 block->heat = HEAT_UNDEFINED;
2848 block->humidity = HUMIDITY_UNDEFINED;
2853 if(enable_mapgen_debug_info)
2856 Analyze resulting blocks
2858 /*for(s16 x=blockpos_min.X-1; x<=blockpos_max.X+1; x++)
2859 for(s16 z=blockpos_min.Z-1; z<=blockpos_max.Z+1; z++)
2860 for(s16 y=blockpos_min.Y-1; y<=blockpos_max.Y+1; y++)*/
2861 for(s16 x=blockpos_min.X-0; x<=blockpos_max.X+0; x++)
2862 for(s16 z=blockpos_min.Z-0; z<=blockpos_max.Z+0; z++)
2863 for(s16 y=blockpos_min.Y-0; y<=blockpos_max.Y+0; y++)
2865 v3s16 p = v3s16(x,y,z);
2866 MapBlock *block = getBlockNoCreateNoEx(p);
2868 snprintf(spos, 20, "(%2d,%2d,%2d)", x, y, z);
2869 infostream<<"Generated "<<spos<<": "
2870 <<analyze_block(block)<<std::endl;
2875 MapBlock *block = getBlockNoCreateNoEx(blockpos_requested);
2881 ServerMapSector * ServerMap::createSector(v2s16 p2d)
2883 DSTACKF("%s: p2d=(%d,%d)",
2888 Check if it exists already in memory
2890 ServerMapSector *sector = (ServerMapSector*)getSectorNoGenerateNoEx(p2d);
2895 Try to load it from disk (with blocks)
2897 //if(loadSectorFull(p2d) == true)
2900 Try to load metadata from disk
2903 if(loadSectorMeta(p2d) == true)
2905 ServerMapSector *sector = (ServerMapSector*)getSectorNoGenerateNoEx(p2d);
2908 infostream<<"ServerMap::createSector(): loadSectorFull didn't make a sector"<<std::endl;
2909 throw InvalidPositionException("");
2915 Do not create over-limit
2917 if(p2d.X < -MAP_GENERATION_LIMIT / MAP_BLOCKSIZE
2918 || p2d.X > MAP_GENERATION_LIMIT / MAP_BLOCKSIZE
2919 || p2d.Y < -MAP_GENERATION_LIMIT / MAP_BLOCKSIZE
2920 || p2d.Y > MAP_GENERATION_LIMIT / MAP_BLOCKSIZE)
2921 throw InvalidPositionException("createSector(): pos. over limit");
2924 Generate blank sector
2927 sector = new ServerMapSector(this, p2d, m_gamedef);
2929 // Sector position on map in nodes
2930 //v2s16 nodepos2d = p2d * MAP_BLOCKSIZE;
2935 m_sectors[p2d] = sector;
2942 This is a quick-hand function for calling makeBlock().
2944 MapBlock * ServerMap::generateBlock(
2946 std::map<v3s16, MapBlock*> &modified_blocks
2949 DSTACKF("%s: p=(%d,%d,%d)", __FUNCTION_NAME, p.X, p.Y, p.Z);
2951 /*infostream<<"generateBlock(): "
2952 <<"("<<p.X<<","<<p.Y<<","<<p.Z<<")"
2955 bool enable_mapgen_debug_info = g_settings->getBool("enable_mapgen_debug_info");
2957 TimeTaker timer("generateBlock");
2959 //MapBlock *block = original_dummy;
2961 v2s16 p2d(p.X, p.Z);
2962 v2s16 p2d_nodes = p2d * MAP_BLOCKSIZE;
2965 Do not generate over-limit
2967 if(blockpos_over_limit(p))
2969 infostream<<__FUNCTION_NAME<<": Block position over limit"<<std::endl;
2970 throw InvalidPositionException("generateBlock(): pos. over limit");
2974 Create block make data
2977 initBlockMake(&data, p);
2983 TimeTaker t("mapgen::make_block()");
2984 mapgen->makeChunk(&data);
2985 //mapgen::make_block(&data);
2987 if(enable_mapgen_debug_info == false)
2988 t.stop(true); // Hide output
2992 Blit data back on map, update lighting, add mobs and whatever this does
2994 finishBlockMake(&data, modified_blocks);
2999 MapBlock *block = getBlockNoCreateNoEx(p);
3007 bool erroneus_content = false;
3008 for(s16 z0=0; z0<MAP_BLOCKSIZE; z0++)
3009 for(s16 y0=0; y0<MAP_BLOCKSIZE; y0++)
3010 for(s16 x0=0; x0<MAP_BLOCKSIZE; x0++)
3013 MapNode n = block->getNode(p);
3014 if(n.getContent() == CONTENT_IGNORE)
3016 infostream<<"CONTENT_IGNORE at "
3017 <<"("<<p.X<<","<<p.Y<<","<<p.Z<<")"
3019 erroneus_content = true;
3023 if(erroneus_content)
3032 Generate a completely empty block
3036 for(s16 z0=0; z0<MAP_BLOCKSIZE; z0++)
3037 for(s16 x0=0; x0<MAP_BLOCKSIZE; x0++)
3039 for(s16 y0=0; y0<MAP_BLOCKSIZE; y0++)
3042 n.setContent(CONTENT_AIR);
3043 block->setNode(v3s16(x0,y0,z0), n);
3049 if(enable_mapgen_debug_info == false)
3050 timer.stop(true); // Hide output
3056 MapBlock * ServerMap::createBlock(v3s16 p)
3058 DSTACKF("%s: p=(%d,%d,%d)",
3059 __FUNCTION_NAME, p.X, p.Y, p.Z);
3062 Do not create over-limit
3064 if(p.X < -MAP_GENERATION_LIMIT / MAP_BLOCKSIZE
3065 || p.X > MAP_GENERATION_LIMIT / MAP_BLOCKSIZE
3066 || p.Y < -MAP_GENERATION_LIMIT / MAP_BLOCKSIZE
3067 || p.Y > MAP_GENERATION_LIMIT / MAP_BLOCKSIZE
3068 || p.Z < -MAP_GENERATION_LIMIT / MAP_BLOCKSIZE
3069 || p.Z > MAP_GENERATION_LIMIT / MAP_BLOCKSIZE)
3070 throw InvalidPositionException("createBlock(): pos. over limit");
3072 v2s16 p2d(p.X, p.Z);
3075 This will create or load a sector if not found in memory.
3076 If block exists on disk, it will be loaded.
3078 NOTE: On old save formats, this will be slow, as it generates
3079 lighting on blocks for them.
3081 ServerMapSector *sector;
3083 sector = (ServerMapSector*)createSector(p2d);
3084 assert(sector->getId() == MAPSECTOR_SERVER);
3086 catch(InvalidPositionException &e)
3088 infostream<<"createBlock: createSector() failed"<<std::endl;
3092 NOTE: This should not be done, or at least the exception
3093 should not be passed on as std::exception, because it
3094 won't be catched at all.
3096 /*catch(std::exception &e)
3098 infostream<<"createBlock: createSector() failed: "
3099 <<e.what()<<std::endl;
3104 Try to get a block from the sector
3107 MapBlock *block = sector->getBlockNoCreateNoEx(block_y);
3110 if(block->isDummy())
3115 block = sector->createBlankBlock(block_y);
3120 MapBlock * ServerMap::emergeBlock(v3s16 p, bool create_blank)
3122 DSTACKF("%s: p=(%d,%d,%d), create_blank=%d",
3124 p.X, p.Y, p.Z, create_blank);
3127 MapBlock *block = getBlockNoCreateNoEx(p);
3128 if(block && block->isDummy() == false)
3133 MapBlock *block = loadBlock(p);
3139 ServerMapSector *sector = createSector(v2s16(p.X, p.Z));
3140 MapBlock *block = sector->createBlankBlock(p.Y);
3144 /*if(allow_generate)
3146 std::map<v3s16, MapBlock*> modified_blocks;
3147 MapBlock *block = generateBlock(p, modified_blocks);
3151 event.type = MEET_OTHER;
3154 // Copy modified_blocks to event
3155 for(std::map<v3s16, MapBlock*>::iterator
3156 i = modified_blocks.begin();
3157 i != modified_blocks.end(); ++i)
3159 event.modified_blocks.insert(i->first);
3163 dispatchEvent(&event);
3172 void ServerMap::prepareBlock(MapBlock *block) {
3173 ServerEnvironment *senv = &((Server *)m_gamedef)->getEnv();
3175 // Calculate weather conditions
3176 block->heat_last_update = 0;
3177 block->humidity_last_update = 0;
3178 if (senv->m_use_weather) {
3179 v3s16 p = block->getPos() * MAP_BLOCKSIZE;
3180 updateBlockHeat(senv, p, block);
3181 updateBlockHumidity(senv, p, block);
3183 block->heat = HEAT_UNDEFINED;
3184 block->humidity = HUMIDITY_UNDEFINED;
3189 * Get the ground level by searching for a non CONTENT_AIR node in a column from top to bottom
3191 s16 ServerMap::findGroundLevel(v2s16 p2d, bool cacheBlocks)
3196 // The reference height is the original mapgen height
3197 s16 referenceHeight = m_emerge->getGroundLevelAtPoint(p2d);
3198 s16 maxSearchHeight = 63 + referenceHeight;
3199 s16 minSearchHeight = -63 + referenceHeight;
3200 v3s16 probePosition(p2d.X, maxSearchHeight, p2d.Y);
3201 v3s16 blockPosition = getNodeBlockPos(probePosition);
3202 v3s16 prevBlockPosition = blockPosition;
3204 // Cache the block to be inspected.
3206 emergeBlock(blockPosition, true);
3209 // Probes the nodes in the given column
3210 for(; probePosition.Y > minSearchHeight; probePosition.Y--)
3213 // Calculate the block position of the given node
3214 blockPosition = getNodeBlockPos(probePosition);
3216 // If the node is in an different block, cache it
3217 if(blockPosition != prevBlockPosition) {
3218 emergeBlock(blockPosition, true);
3219 prevBlockPosition = blockPosition;
3223 MapNode node = getNodeNoEx(probePosition);
3224 if (node.getContent() != CONTENT_IGNORE &&
3225 node.getContent() != CONTENT_AIR) {
3230 // Could not determine the ground. Use map generator noise functions.
3231 if(probePosition.Y == minSearchHeight) {
3232 level = referenceHeight;
3234 level = probePosition.Y;
3240 bool ServerMap::loadFromFolders() {
3241 if(!dbase->Initialized() && !fs::PathExists(m_savedir + DIR_DELIM + "map.sqlite")) // ?
3246 void ServerMap::createDirs(std::string path)
3248 if(fs::CreateAllDirs(path) == false)
3250 m_dout<<DTIME<<"ServerMap: Failed to create directory "
3251 <<"\""<<path<<"\""<<std::endl;
3252 throw BaseException("ServerMap failed to create directory");
3256 std::string ServerMap::getSectorDir(v2s16 pos, int layout)
3262 snprintf(cc, 9, "%.4x%.4x",
3263 (unsigned int)pos.X&0xffff,
3264 (unsigned int)pos.Y&0xffff);
3266 return m_savedir + DIR_DELIM + "sectors" + DIR_DELIM + cc;
3268 snprintf(cc, 9, "%.3x" DIR_DELIM "%.3x",
3269 (unsigned int)pos.X&0xfff,
3270 (unsigned int)pos.Y&0xfff);
3272 return m_savedir + DIR_DELIM + "sectors2" + DIR_DELIM + cc;
3278 v2s16 ServerMap::getSectorPos(std::string dirname)
3282 std::string component;
3283 fs::RemoveLastPathComponent(dirname, &component, 1);
3284 if(component.size() == 8)
3287 r = sscanf(component.c_str(), "%4x%4x", &x, &y);
3289 else if(component.size() == 3)
3292 fs::RemoveLastPathComponent(dirname, &component, 2);
3293 r = sscanf(component.c_str(), "%3x" DIR_DELIM "%3x", &x, &y);
3294 // Sign-extend the 12 bit values up to 16 bits...
3295 if(x&0x800) x|=0xF000;
3296 if(y&0x800) y|=0xF000;
3303 v2s16 pos((s16)x, (s16)y);
3307 v3s16 ServerMap::getBlockPos(std::string sectordir, std::string blockfile)
3309 v2s16 p2d = getSectorPos(sectordir);
3311 if(blockfile.size() != 4){
3312 throw InvalidFilenameException("Invalid block filename");
3315 int r = sscanf(blockfile.c_str(), "%4x", &y);
3317 throw InvalidFilenameException("Invalid block filename");
3318 return v3s16(p2d.X, y, p2d.Y);
3321 std::string ServerMap::getBlockFilename(v3s16 p)
3324 snprintf(cc, 5, "%.4x", (unsigned int)p.Y&0xffff);
3328 void ServerMap::save(ModifiedState save_level)
3330 DSTACK(__FUNCTION_NAME);
3331 if(m_map_saving_enabled == false)
3333 infostream<<"WARNING: Not saving map, saving disabled."<<std::endl;
3337 if(save_level == MOD_STATE_CLEAN)
3338 infostream<<"ServerMap: Saving whole map, this can take time."
3341 if(m_map_metadata_changed || save_level == MOD_STATE_CLEAN)
3346 // Profile modified reasons
3347 Profiler modprofiler;
3349 u32 sector_meta_count = 0;
3350 u32 block_count = 0;
3351 u32 block_count_all = 0; // Number of blocks in memory
3353 // Don't do anything with sqlite unless something is really saved
3354 bool save_started = false;
3356 for(std::map<v2s16, MapSector*>::iterator i = m_sectors.begin();
3357 i != m_sectors.end(); ++i)
3359 ServerMapSector *sector = (ServerMapSector*)i->second;
3360 assert(sector->getId() == MAPSECTOR_SERVER);
3362 if(sector->differs_from_disk || save_level == MOD_STATE_CLEAN)
3364 saveSectorMeta(sector);
3365 sector_meta_count++;
3367 std::list<MapBlock*> blocks;
3368 sector->getBlocks(blocks);
3370 for(std::list<MapBlock*>::iterator j = blocks.begin();
3371 j != blocks.end(); ++j)
3373 MapBlock *block = *j;
3377 if(block->getModified() >= (u32)save_level)
3382 save_started = true;
3385 modprofiler.add(block->getModifiedReason(), 1);
3390 /*infostream<<"ServerMap: Written block ("
3391 <<block->getPos().X<<","
3392 <<block->getPos().Y<<","
3393 <<block->getPos().Z<<")"
3402 Only print if something happened or saved whole map
3404 if(save_level == MOD_STATE_CLEAN || sector_meta_count != 0
3405 || block_count != 0)
3407 infostream<<"ServerMap: Written: "
3408 <<sector_meta_count<<" sector metadata files, "
3409 <<block_count<<" block files"
3410 <<", "<<block_count_all<<" blocks in memory."
3412 PrintInfo(infostream); // ServerMap/ClientMap:
3413 infostream<<"Blocks modified by: "<<std::endl;
3414 modprofiler.print(infostream);
3418 void ServerMap::listAllLoadableBlocks(std::list<v3s16> &dst)
3420 if(loadFromFolders()){
3421 errorstream<<"Map::listAllLoadableBlocks(): Result will be missing "
3422 <<"all blocks that are stored in flat files"<<std::endl;
3424 dbase->listAllLoadableBlocks(dst);
3427 void ServerMap::listAllLoadedBlocks(std::list<v3s16> &dst)
3429 for(std::map<v2s16, MapSector*>::iterator si = m_sectors.begin();
3430 si != m_sectors.end(); ++si)
3432 MapSector *sector = si->second;
3434 std::list<MapBlock*> blocks;
3435 sector->getBlocks(blocks);
3437 for(std::list<MapBlock*>::iterator i = blocks.begin();
3438 i != blocks.end(); ++i)
3440 MapBlock *block = (*i);
3441 v3s16 p = block->getPos();
3447 void ServerMap::saveMapMeta()
3449 DSTACK(__FUNCTION_NAME);
3451 /*infostream<<"ServerMap::saveMapMeta(): "
3455 createDirs(m_savedir);
3457 std::string fullpath = m_savedir + DIR_DELIM + "map_meta.txt";
3458 std::ostringstream ss(std::ios_base::binary);
3462 m_emerge->setParamsToSettings(¶ms);
3463 params.writeLines(ss);
3465 ss<<"[end_of_params]\n";
3467 if(!fs::safeWriteToFile(fullpath, ss.str()))
3469 infostream<<"ERROR: ServerMap::saveMapMeta(): "
3470 <<"could not write "<<fullpath<<std::endl;
3471 throw FileNotGoodException("Cannot save chunk metadata");
3474 m_map_metadata_changed = false;
3477 void ServerMap::loadMapMeta()
3479 DSTACK(__FUNCTION_NAME);
3481 /*infostream<<"ServerMap::loadMapMeta(): Loading map metadata"
3484 std::string fullpath = m_savedir + DIR_DELIM + "map_meta.txt";
3485 std::ifstream is(fullpath.c_str(), std::ios_base::binary);
3486 if(is.good() == false)
3488 infostream<<"ERROR: ServerMap::loadMapMeta(): "
3489 <<"could not open"<<fullpath<<std::endl;
3490 throw FileNotGoodException("Cannot open map metadata");
3498 throw SerializationError
3499 ("ServerMap::loadMapMeta(): [end_of_params] not found");
3501 std::getline(is, line);
3502 std::string trimmedline = trim(line);
3503 if(trimmedline == "[end_of_params]")
3505 params.parseConfigLine(line);
3508 MapgenParams *mgparams;
3510 mgparams = m_emerge->getParamsFromSettings(¶ms);
3511 } catch (SettingNotFoundException &e) {
3512 infostream << "Couldn't get a setting from map_meta.txt: "
3513 << e.what() << std::endl;
3520 m_mgparams = mgparams;
3521 m_seed = mgparams->seed;
3523 if (params.exists("seed")) {
3524 m_seed = read_seed(params.get("seed").c_str());
3525 m_mgparams->seed = m_seed;
3529 verbosestream<<"ServerMap::loadMapMeta(): "<<"seed="<<m_seed<<std::endl;
3532 void ServerMap::saveSectorMeta(ServerMapSector *sector)
3534 DSTACK(__FUNCTION_NAME);
3535 // Format used for writing
3536 u8 version = SER_FMT_VER_HIGHEST_WRITE;
3538 v2s16 pos = sector->getPos();
3539 std::string dir = getSectorDir(pos);
3542 std::string fullpath = dir + DIR_DELIM + "meta";
3543 std::ostringstream ss(std::ios_base::binary);
3545 sector->serialize(ss, version);
3547 if(!fs::safeWriteToFile(fullpath, ss.str()))
3548 throw FileNotGoodException("Cannot write sector metafile");
3550 sector->differs_from_disk = false;
3553 MapSector* ServerMap::loadSectorMeta(std::string sectordir, bool save_after_load)
3555 DSTACK(__FUNCTION_NAME);
3557 v2s16 p2d = getSectorPos(sectordir);
3559 ServerMapSector *sector = NULL;
3561 std::string fullpath = sectordir + DIR_DELIM + "meta";
3562 std::ifstream is(fullpath.c_str(), std::ios_base::binary);
3563 if(is.good() == false)
3565 // If the directory exists anyway, it probably is in some old
3566 // format. Just go ahead and create the sector.
3567 if(fs::PathExists(sectordir))
3569 /*infostream<<"ServerMap::loadSectorMeta(): Sector metafile "
3570 <<fullpath<<" doesn't exist but directory does."
3571 <<" Continuing with a sector with no metadata."
3573 sector = new ServerMapSector(this, p2d, m_gamedef);
3574 m_sectors[p2d] = sector;
3578 throw FileNotGoodException("Cannot open sector metafile");
3583 sector = ServerMapSector::deSerialize
3584 (is, this, p2d, m_sectors, m_gamedef);
3586 saveSectorMeta(sector);
3589 sector->differs_from_disk = false;
3594 bool ServerMap::loadSectorMeta(v2s16 p2d)
3596 DSTACK(__FUNCTION_NAME);
3598 MapSector *sector = NULL;
3600 // The directory layout we're going to load from.
3601 // 1 - original sectors/xxxxzzzz/
3602 // 2 - new sectors2/xxx/zzz/
3603 // If we load from anything but the latest structure, we will
3604 // immediately save to the new one, and remove the old.
3606 std::string sectordir1 = getSectorDir(p2d, 1);
3607 std::string sectordir;
3608 if(fs::PathExists(sectordir1))
3610 sectordir = sectordir1;
3615 sectordir = getSectorDir(p2d, 2);
3619 sector = loadSectorMeta(sectordir, loadlayout != 2);
3621 catch(InvalidFilenameException &e)
3625 catch(FileNotGoodException &e)
3629 catch(std::exception &e)
3638 bool ServerMap::loadSectorFull(v2s16 p2d)
3640 DSTACK(__FUNCTION_NAME);
3642 MapSector *sector = NULL;
3644 // The directory layout we're going to load from.
3645 // 1 - original sectors/xxxxzzzz/
3646 // 2 - new sectors2/xxx/zzz/
3647 // If we load from anything but the latest structure, we will
3648 // immediately save to the new one, and remove the old.
3650 std::string sectordir1 = getSectorDir(p2d, 1);
3651 std::string sectordir;
3652 if(fs::PathExists(sectordir1))
3654 sectordir = sectordir1;
3659 sectordir = getSectorDir(p2d, 2);
3663 sector = loadSectorMeta(sectordir, loadlayout != 2);
3665 catch(InvalidFilenameException &e)
3669 catch(FileNotGoodException &e)
3673 catch(std::exception &e)
3681 std::vector<fs::DirListNode> list2 = fs::GetDirListing
3683 std::vector<fs::DirListNode>::iterator i2;
3684 for(i2=list2.begin(); i2!=list2.end(); i2++)
3690 loadBlock(sectordir, i2->name, sector, loadlayout != 2);
3692 catch(InvalidFilenameException &e)
3694 // This catches unknown crap in directory
3700 infostream<<"Sector converted to new layout - deleting "<<
3701 sectordir1<<std::endl;
3702 fs::RecursiveDelete(sectordir1);
3709 void ServerMap::beginSave() {
3713 void ServerMap::endSave() {
3717 void ServerMap::saveBlock(MapBlock *block)
3719 dbase->saveBlock(block);
3722 void ServerMap::loadBlock(std::string sectordir, std::string blockfile, MapSector *sector, bool save_after_load)
3724 DSTACK(__FUNCTION_NAME);
3726 std::string fullpath = sectordir+DIR_DELIM+blockfile;
3729 std::ifstream is(fullpath.c_str(), std::ios_base::binary);
3730 if(is.good() == false)
3731 throw FileNotGoodException("Cannot open block file");
3733 v3s16 p3d = getBlockPos(sectordir, blockfile);
3734 v2s16 p2d(p3d.X, p3d.Z);
3736 assert(sector->getPos() == p2d);
3738 u8 version = SER_FMT_VER_INVALID;
3739 is.read((char*)&version, 1);
3742 throw SerializationError("ServerMap::loadBlock(): Failed"
3743 " to read MapBlock version");
3745 /*u32 block_size = MapBlock::serializedLength(version);
3746 SharedBuffer<u8> data(block_size);
3747 is.read((char*)*data, block_size);*/
3749 // This will always return a sector because we're the server
3750 //MapSector *sector = emergeSector(p2d);
3752 MapBlock *block = NULL;
3753 bool created_new = false;
3754 block = sector->getBlockNoCreateNoEx(p3d.Y);
3757 block = sector->createBlankBlockNoInsert(p3d.Y);
3762 block->deSerialize(is, version, true);
3764 // If it's a new block, insert it to the map
3766 sector->insertBlock(block);
3769 Save blocks loaded in old format in new format
3772 if(version < SER_FMT_VER_HIGHEST_WRITE || save_after_load)
3776 // Should be in database now, so delete the old file
3777 fs::RecursiveDelete(fullpath);
3780 // We just loaded it from the disk, so it's up-to-date.
3781 block->resetModified();
3784 catch(SerializationError &e)
3786 infostream<<"WARNING: Invalid block data on disk "
3787 <<"fullpath="<<fullpath
3788 <<" (SerializationError). "
3789 <<"what()="<<e.what()
3791 // Ignoring. A new one will be generated.
3794 // TODO: Backup file; name is in fullpath.
3798 void ServerMap::loadBlock(std::string *blob, v3s16 p3d, MapSector *sector, bool save_after_load)
3800 DSTACK(__FUNCTION_NAME);
3803 std::istringstream is(*blob, std::ios_base::binary);
3805 u8 version = SER_FMT_VER_INVALID;
3806 is.read((char*)&version, 1);
3809 throw SerializationError("ServerMap::loadBlock(): Failed"
3810 " to read MapBlock version");
3812 /*u32 block_size = MapBlock::serializedLength(version);
3813 SharedBuffer<u8> data(block_size);
3814 is.read((char*)*data, block_size);*/
3816 // This will always return a sector because we're the server
3817 //MapSector *sector = emergeSector(p2d);
3819 MapBlock *block = NULL;
3820 bool created_new = false;
3821 block = sector->getBlockNoCreateNoEx(p3d.Y);
3824 block = sector->createBlankBlockNoInsert(p3d.Y);
3829 block->deSerialize(is, version, true);
3831 // If it's a new block, insert it to the map
3833 sector->insertBlock(block);
3836 Save blocks loaded in old format in new format
3839 //if(version < SER_FMT_VER_HIGHEST_READ || save_after_load)
3840 // Only save if asked to; no need to update version
3844 // We just loaded it from, so it's up-to-date.
3845 block->resetModified();
3848 catch(SerializationError &e)
3850 errorstream<<"Invalid block data in database"
3851 <<" ("<<p3d.X<<","<<p3d.Y<<","<<p3d.Z<<")"
3852 <<" (SerializationError): "<<e.what()<<std::endl;
3854 // TODO: Block should be marked as invalid in memory so that it is
3855 // not touched but the game can run
3857 if(g_settings->getBool("ignore_world_load_errors")){
3858 errorstream<<"Ignoring block load error. Duck and cover! "
3859 <<"(ignore_world_load_errors)"<<std::endl;
3861 throw SerializationError("Invalid block data in database");
3867 MapBlock* ServerMap::loadBlock(v3s16 blockpos)
3869 DSTACK(__FUNCTION_NAME);
3871 v2s16 p2d(blockpos.X, blockpos.Z);
3875 ret = dbase->loadBlock(blockpos);
3876 if (ret) return (ret);
3877 // Not found in database, try the files
3879 // The directory layout we're going to load from.
3880 // 1 - original sectors/xxxxzzzz/
3881 // 2 - new sectors2/xxx/zzz/
3882 // If we load from anything but the latest structure, we will
3883 // immediately save to the new one, and remove the old.
3885 std::string sectordir1 = getSectorDir(p2d, 1);
3886 std::string sectordir;
3887 if(fs::PathExists(sectordir1))
3889 sectordir = sectordir1;
3894 sectordir = getSectorDir(p2d, 2);
3898 Make sure sector is loaded
3900 MapSector *sector = getSectorNoGenerateNoEx(p2d);
3904 sector = loadSectorMeta(sectordir, loadlayout != 2);
3906 catch(InvalidFilenameException &e)
3910 catch(FileNotGoodException &e)
3914 catch(std::exception &e)
3921 Make sure file exists
3924 std::string blockfilename = getBlockFilename(blockpos);
3925 if(fs::PathExists(sectordir+DIR_DELIM+blockfilename) == false)
3929 Load block and save it to the database
3931 loadBlock(sectordir, blockfilename, sector, true);
3932 return getBlockNoCreateNoEx(blockpos);
3935 void ServerMap::PrintInfo(std::ostream &out)
3940 s16 ServerMap::updateBlockHeat(ServerEnvironment *env, v3s16 p, MapBlock *block)
3942 u32 gametime = env->getGameTime();
3945 if (gametime - block->heat_last_update < 10)
3948 block = getBlockNoCreateNoEx(getNodeBlockPos(p));
3951 f32 heat = m_emerge->biomedef->calcBlockHeat(p, m_seed,
3952 env->getTimeOfDayF(), gametime * env->getTimeOfDaySpeed());
3956 block->heat_last_update = gametime;
3961 s16 ServerMap::updateBlockHumidity(ServerEnvironment *env, v3s16 p, MapBlock *block)
3963 u32 gametime = env->getGameTime();
3966 if (gametime - block->humidity_last_update < 10)
3967 return block->humidity;
3969 block = getBlockNoCreateNoEx(getNodeBlockPos(p));
3972 f32 humidity = m_emerge->biomedef->calcBlockHumidity(p, m_seed,
3973 env->getTimeOfDayF(), gametime * env->getTimeOfDaySpeed());
3976 block->humidity = humidity;
3977 block->humidity_last_update = gametime;
3986 MapVoxelManipulator::MapVoxelManipulator(Map *map)
3991 MapVoxelManipulator::~MapVoxelManipulator()
3993 /*infostream<<"MapVoxelManipulator: blocks: "<<m_loaded_blocks.size()
3997 void MapVoxelManipulator::emerge(VoxelArea a, s32 caller_id)
3999 TimeTaker timer1("emerge", &emerge_time);
4001 // Units of these are MapBlocks
4002 v3s16 p_min = getNodeBlockPos(a.MinEdge);
4003 v3s16 p_max = getNodeBlockPos(a.MaxEdge);
4005 VoxelArea block_area_nodes
4006 (p_min*MAP_BLOCKSIZE, (p_max+1)*MAP_BLOCKSIZE-v3s16(1,1,1));
4008 addArea(block_area_nodes);
4010 for(s32 z=p_min.Z; z<=p_max.Z; z++)
4011 for(s32 y=p_min.Y; y<=p_max.Y; y++)
4012 for(s32 x=p_min.X; x<=p_max.X; x++)
4017 std::map<v3s16, u8>::iterator n;
4018 n = m_loaded_blocks.find(p);
4019 if(n != m_loaded_blocks.end())
4022 bool block_data_inexistent = false;
4025 TimeTaker timer1("emerge load", &emerge_load_time);
4027 /*infostream<<"Loading block (caller_id="<<caller_id<<")"
4028 <<" ("<<p.X<<","<<p.Y<<","<<p.Z<<")"
4030 a.print(infostream);
4031 infostream<<std::endl;*/
4033 block = m_map->getBlockNoCreate(p);
4034 if(block->isDummy())
4035 block_data_inexistent = true;
4037 block->copyTo(*this);
4039 catch(InvalidPositionException &e)
4041 block_data_inexistent = true;
4044 if(block_data_inexistent)
4046 flags |= VMANIP_BLOCK_DATA_INEXIST;
4048 VoxelArea a(p*MAP_BLOCKSIZE, (p+1)*MAP_BLOCKSIZE-v3s16(1,1,1));
4049 // Fill with VOXELFLAG_INEXISTENT
4050 for(s32 z=a.MinEdge.Z; z<=a.MaxEdge.Z; z++)
4051 for(s32 y=a.MinEdge.Y; y<=a.MaxEdge.Y; y++)
4053 s32 i = m_area.index(a.MinEdge.X,y,z);
4054 memset(&m_flags[i], VOXELFLAG_INEXISTENT, MAP_BLOCKSIZE);
4057 /*else if (block->getNode(0, 0, 0).getContent() == CONTENT_IGNORE)
4059 // Mark that block was loaded as blank
4060 flags |= VMANIP_BLOCK_CONTAINS_CIGNORE;
4063 m_loaded_blocks[p] = flags;
4066 //infostream<<"emerge done"<<std::endl;
4070 SUGG: Add an option to only update eg. water and air nodes.
4071 This will make it interfere less with important stuff if
4074 void MapVoxelManipulator::blitBack
4075 (std::map<v3s16, MapBlock*> & modified_blocks)
4077 if(m_area.getExtent() == v3s16(0,0,0))
4080 //TimeTaker timer1("blitBack");
4082 /*infostream<<"blitBack(): m_loaded_blocks.size()="
4083 <<m_loaded_blocks.size()<<std::endl;*/
4086 Initialize block cache
4088 v3s16 blockpos_last;
4089 MapBlock *block = NULL;
4090 bool block_checked_in_modified = false;
4092 for(s32 z=m_area.MinEdge.Z; z<=m_area.MaxEdge.Z; z++)
4093 for(s32 y=m_area.MinEdge.Y; y<=m_area.MaxEdge.Y; y++)
4094 for(s32 x=m_area.MinEdge.X; x<=m_area.MaxEdge.X; x++)
4098 u8 f = m_flags[m_area.index(p)];
4099 if(f & (VOXELFLAG_NOT_LOADED|VOXELFLAG_INEXISTENT))
4102 MapNode &n = m_data[m_area.index(p)];
4104 v3s16 blockpos = getNodeBlockPos(p);
4109 if(block == NULL || blockpos != blockpos_last){
4110 block = m_map->getBlockNoCreate(blockpos);
4111 blockpos_last = blockpos;
4112 block_checked_in_modified = false;
4115 // Calculate relative position in block
4116 v3s16 relpos = p - blockpos * MAP_BLOCKSIZE;
4118 // Don't continue if nothing has changed here
4119 if(block->getNode(relpos) == n)
4122 //m_map->setNode(m_area.MinEdge + p, n);
4123 block->setNode(relpos, n);
4126 Make sure block is in modified_blocks
4128 if(block_checked_in_modified == false)
4130 modified_blocks[blockpos] = block;
4131 block_checked_in_modified = true;
4134 catch(InvalidPositionException &e)
4140 ManualMapVoxelManipulator::ManualMapVoxelManipulator(Map *map):
4141 MapVoxelManipulator(map),
4142 m_create_area(false)
4146 ManualMapVoxelManipulator::~ManualMapVoxelManipulator()
4150 void ManualMapVoxelManipulator::emerge(VoxelArea a, s32 caller_id)
4152 // Just create the area so that it can be pointed to
4153 VoxelManipulator::emerge(a, caller_id);
4156 void ManualMapVoxelManipulator::initialEmerge(v3s16 blockpos_min,
4157 v3s16 blockpos_max, bool load_if_inexistent)
4159 TimeTaker timer1("initialEmerge", &emerge_time);
4161 // Units of these are MapBlocks
4162 v3s16 p_min = blockpos_min;
4163 v3s16 p_max = blockpos_max;
4165 VoxelArea block_area_nodes
4166 (p_min*MAP_BLOCKSIZE, (p_max+1)*MAP_BLOCKSIZE-v3s16(1,1,1));
4168 u32 size_MB = block_area_nodes.getVolume()*4/1000000;
4171 infostream<<"initialEmerge: area: ";
4172 block_area_nodes.print(infostream);
4173 infostream<<" ("<<size_MB<<"MB)";
4174 infostream<<std::endl;
4177 addArea(block_area_nodes);
4179 for(s32 z=p_min.Z; z<=p_max.Z; z++)
4180 for(s32 y=p_min.Y; y<=p_max.Y; y++)
4181 for(s32 x=p_min.X; x<=p_max.X; x++)
4186 std::map<v3s16, u8>::iterator n;
4187 n = m_loaded_blocks.find(p);
4188 if(n != m_loaded_blocks.end())
4191 bool block_data_inexistent = false;
4194 TimeTaker timer1("emerge load", &emerge_load_time);
4196 block = m_map->getBlockNoCreate(p);
4197 if(block->isDummy())
4198 block_data_inexistent = true;
4200 block->copyTo(*this);
4202 catch(InvalidPositionException &e)
4204 block_data_inexistent = true;
4207 if(block_data_inexistent)
4210 if (load_if_inexistent) {
4211 ServerMap *svrmap = (ServerMap *)m_map;
4212 block = svrmap->emergeBlock(p, false);
4214 block = svrmap->createBlock(p);
4216 block->copyTo(*this);
4218 flags |= VMANIP_BLOCK_DATA_INEXIST;
4221 Mark area inexistent
4223 VoxelArea a(p*MAP_BLOCKSIZE, (p+1)*MAP_BLOCKSIZE-v3s16(1,1,1));
4224 // Fill with VOXELFLAG_INEXISTENT
4225 for(s32 z=a.MinEdge.Z; z<=a.MaxEdge.Z; z++)
4226 for(s32 y=a.MinEdge.Y; y<=a.MaxEdge.Y; y++)
4228 s32 i = m_area.index(a.MinEdge.X,y,z);
4229 memset(&m_flags[i], VOXELFLAG_INEXISTENT, MAP_BLOCKSIZE);
4233 /*else if (block->getNode(0, 0, 0).getContent() == CONTENT_IGNORE)
4235 // Mark that block was loaded as blank
4236 flags |= VMANIP_BLOCK_CONTAINS_CIGNORE;
4239 m_loaded_blocks[p] = flags;
4243 void ManualMapVoxelManipulator::blitBackAll(
4244 std::map<v3s16, MapBlock*> * modified_blocks)
4246 if(m_area.getExtent() == v3s16(0,0,0))
4250 Copy data of all blocks
4252 for(std::map<v3s16, u8>::iterator
4253 i = m_loaded_blocks.begin();
4254 i != m_loaded_blocks.end(); ++i)
4257 MapBlock *block = m_map->getBlockNoCreateNoEx(p);
4258 bool existed = !(i->second & VMANIP_BLOCK_DATA_INEXIST);
4259 if(existed == false)
4264 block->copyFrom(*this);
4267 (*modified_blocks)[p] = block;