Fixed potential NULL pointer and leak when setting node metadata
[oweals/minetest.git] / src / map.cpp
1 /*
2 Minetest
3 Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
4
5 This program is free software; you can redistribute it and/or modify
6 it under the terms of the GNU Lesser General Public License as published by
7 the Free Software Foundation; either version 2.1 of the License, or
8 (at your option) any later version.
9
10 This program is distributed in the hope that it will be useful,
11 but WITHOUT ANY WARRANTY; without even the implied warranty of
12 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
13 GNU Lesser General Public License for more details.
14
15 You should have received a copy of the GNU Lesser General Public License along
16 with this program; if not, write to the Free Software Foundation, Inc.,
17 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
18 */
19
20 #include "map.h"
21 #include "mapsector.h"
22 #include "mapblock.h"
23 #include "main.h"
24 #include "filesys.h"
25 #include "voxel.h"
26 #include "porting.h"
27 #include "serialization.h"
28 #include "nodemetadata.h"
29 #include "settings.h"
30 #include "log.h"
31 #include "profiler.h"
32 #include "nodedef.h"
33 #include "gamedef.h"
34 #include "util/directiontables.h"
35 #include "util/mathconstants.h"
36 #include "rollback_interface.h"
37 #include "environment.h"
38 #include "emerge.h"
39 #include "mapgen_v6.h"
40 #include "biome.h"
41 #include "config.h"
42 #include "server.h"
43 #include "database.h"
44 #include "database-dummy.h"
45 #include "database-sqlite3.h"
46 #if USE_LEVELDB
47 #include "database-leveldb.h"
48 #endif
49
50 #define PP(x) "("<<(x).X<<","<<(x).Y<<","<<(x).Z<<")"
51
52 /*
53         SQLite format specification:
54         - Initially only replaces sectors/ and sectors2/
55
56         If map.sqlite does not exist in the save dir
57         or the block was not found in the database
58         the map will try to load from sectors folder.
59         In either case, map.sqlite will be created
60         and all future saves will save there.
61
62         Structure of map.sqlite:
63         Tables:
64                 blocks
65                         (PK) INT pos
66                         BLOB data
67 */
68
69 /*
70         Map
71 */
72
73 Map::Map(std::ostream &dout, IGameDef *gamedef):
74         m_dout(dout),
75         m_gamedef(gamedef),
76         m_sector_cache(NULL)
77 {
78         /*m_sector_mutex.Init();
79         assert(m_sector_mutex.IsInitialized());*/
80 }
81
82 Map::~Map()
83 {
84         /*
85                 Free all MapSectors
86         */
87         for(std::map<v2s16, MapSector*>::iterator i = m_sectors.begin();
88                 i != m_sectors.end(); ++i)
89         {
90                 delete i->second;
91         }
92 }
93
94 void Map::addEventReceiver(MapEventReceiver *event_receiver)
95 {
96         m_event_receivers.insert(event_receiver);
97 }
98
99 void Map::removeEventReceiver(MapEventReceiver *event_receiver)
100 {
101         m_event_receivers.erase(event_receiver);
102 }
103
104 void Map::dispatchEvent(MapEditEvent *event)
105 {
106         for(std::set<MapEventReceiver*>::iterator
107                         i = m_event_receivers.begin();
108                         i != m_event_receivers.end(); ++i)
109         {
110                 (*i)->onMapEditEvent(event);
111         }
112 }
113
114 MapSector * Map::getSectorNoGenerateNoExNoLock(v2s16 p)
115 {
116         if(m_sector_cache != NULL && p == m_sector_cache_p){
117                 MapSector * sector = m_sector_cache;
118                 return sector;
119         }
120
121         std::map<v2s16, MapSector*>::iterator n = m_sectors.find(p);
122
123         if(n == m_sectors.end())
124                 return NULL;
125
126         MapSector *sector = n->second;
127
128         // Cache the last result
129         m_sector_cache_p = p;
130         m_sector_cache = sector;
131
132         return sector;
133 }
134
135 MapSector * Map::getSectorNoGenerateNoEx(v2s16 p)
136 {
137         return getSectorNoGenerateNoExNoLock(p);
138 }
139
140 MapSector * Map::getSectorNoGenerate(v2s16 p)
141 {
142         MapSector *sector = getSectorNoGenerateNoEx(p);
143         if(sector == NULL)
144                 throw InvalidPositionException();
145
146         return sector;
147 }
148
149 MapBlock * Map::getBlockNoCreateNoEx(v3s16 p3d)
150 {
151         v2s16 p2d(p3d.X, p3d.Z);
152         MapSector * sector = getSectorNoGenerateNoEx(p2d);
153         if(sector == NULL)
154                 return NULL;
155         MapBlock *block = sector->getBlockNoCreateNoEx(p3d.Y);
156         return block;
157 }
158
159 MapBlock * Map::getBlockNoCreate(v3s16 p3d)
160 {
161         MapBlock *block = getBlockNoCreateNoEx(p3d);
162         if(block == NULL)
163                 throw InvalidPositionException();
164         return block;
165 }
166
167 bool Map::isNodeUnderground(v3s16 p)
168 {
169         v3s16 blockpos = getNodeBlockPos(p);
170         try{
171                 MapBlock * block = getBlockNoCreate(blockpos);
172                 return block->getIsUnderground();
173         }
174         catch(InvalidPositionException &e)
175         {
176                 return false;
177         }
178 }
179
180 bool Map::isValidPosition(v3s16 p)
181 {
182         v3s16 blockpos = getNodeBlockPos(p);
183         MapBlock *block = getBlockNoCreate(blockpos);
184         return (block != NULL);
185 }
186
187 // Returns a CONTENT_IGNORE node if not found
188 MapNode Map::getNodeNoEx(v3s16 p)
189 {
190         v3s16 blockpos = getNodeBlockPos(p);
191         MapBlock *block = getBlockNoCreateNoEx(blockpos);
192         if(block == NULL)
193                 return MapNode(CONTENT_IGNORE);
194         v3s16 relpos = p - blockpos*MAP_BLOCKSIZE;
195         return block->getNodeNoCheck(relpos);
196 }
197
198 // throws InvalidPositionException if not found
199 MapNode Map::getNode(v3s16 p)
200 {
201         v3s16 blockpos = getNodeBlockPos(p);
202         MapBlock *block = getBlockNoCreateNoEx(blockpos);
203         if(block == NULL)
204                 throw InvalidPositionException();
205         v3s16 relpos = p - blockpos*MAP_BLOCKSIZE;
206         return block->getNodeNoCheck(relpos);
207 }
208
209 // throws InvalidPositionException if not found
210 void Map::setNode(v3s16 p, MapNode & n)
211 {
212         v3s16 blockpos = getNodeBlockPos(p);
213         MapBlock *block = getBlockNoCreate(blockpos);
214         v3s16 relpos = p - blockpos*MAP_BLOCKSIZE;
215         // Never allow placing CONTENT_IGNORE, it fucks up stuff
216         if(n.getContent() == CONTENT_IGNORE){
217                 errorstream<<"Map::setNode(): Not allowing to place CONTENT_IGNORE"
218                                 <<" while trying to replace \""
219                                 <<m_gamedef->ndef()->get(block->getNodeNoCheck(relpos)).name
220                                 <<"\" at "<<PP(p)<<" (block "<<PP(blockpos)<<")"<<std::endl;
221                 debug_stacks_print_to(infostream);
222                 return;
223         }
224         block->setNodeNoCheck(relpos, n);
225 }
226
227
228 /*
229         Goes recursively through the neighbours of the node.
230
231         Alters only transparent nodes.
232
233         If the lighting of the neighbour is lower than the lighting of
234         the node was (before changing it to 0 at the step before), the
235         lighting of the neighbour is set to 0 and then the same stuff
236         repeats for the neighbour.
237
238         The ending nodes of the routine are stored in light_sources.
239         This is useful when a light is removed. In such case, this
240         routine can be called for the light node and then again for
241         light_sources to re-light the area without the removed light.
242
243         values of from_nodes are lighting values.
244 */
245 void Map::unspreadLight(enum LightBank bank,
246                 std::map<v3s16, u8> & from_nodes,
247                 std::set<v3s16> & light_sources,
248                 std::map<v3s16, MapBlock*>  & modified_blocks)
249 {
250         INodeDefManager *nodemgr = m_gamedef->ndef();
251
252         v3s16 dirs[6] = {
253                 v3s16(0,0,1), // back
254                 v3s16(0,1,0), // top
255                 v3s16(1,0,0), // right
256                 v3s16(0,0,-1), // front
257                 v3s16(0,-1,0), // bottom
258                 v3s16(-1,0,0), // left
259         };
260
261         if(from_nodes.size() == 0)
262                 return;
263
264         u32 blockchangecount = 0;
265
266         std::map<v3s16, u8> unlighted_nodes;
267
268         /*
269                 Initialize block cache
270         */
271         v3s16 blockpos_last;
272         MapBlock *block = NULL;
273         // Cache this a bit, too
274         bool block_checked_in_modified = false;
275
276         for(std::map<v3s16, u8>::iterator j = from_nodes.begin();
277                 j != from_nodes.end(); ++j)
278         {
279                 v3s16 pos = j->first;
280                 v3s16 blockpos = getNodeBlockPos(pos);
281
282                 // Only fetch a new block if the block position has changed
283                 try{
284                         if(block == NULL || blockpos != blockpos_last){
285                                 block = getBlockNoCreate(blockpos);
286                                 blockpos_last = blockpos;
287
288                                 block_checked_in_modified = false;
289                                 blockchangecount++;
290                         }
291                 }
292                 catch(InvalidPositionException &e)
293                 {
294                         continue;
295                 }
296
297                 if(block->isDummy())
298                         continue;
299
300                 // Calculate relative position in block
301                 //v3s16 relpos = pos - blockpos_last * MAP_BLOCKSIZE;
302
303                 // Get node straight from the block
304                 //MapNode n = block->getNode(relpos);
305
306                 u8 oldlight = j->second;
307
308                 // Loop through 6 neighbors
309                 for(u16 i=0; i<6; i++)
310                 {
311                         // Get the position of the neighbor node
312                         v3s16 n2pos = pos + dirs[i];
313
314                         // Get the block where the node is located
315                         v3s16 blockpos = getNodeBlockPos(n2pos);
316
317                         try
318                         {
319                                 // Only fetch a new block if the block position has changed
320                                 try{
321                                         if(block == NULL || blockpos != blockpos_last){
322                                                 block = getBlockNoCreate(blockpos);
323                                                 blockpos_last = blockpos;
324
325                                                 block_checked_in_modified = false;
326                                                 blockchangecount++;
327                                         }
328                                 }
329                                 catch(InvalidPositionException &e)
330                                 {
331                                         continue;
332                                 }
333
334                                 // Calculate relative position in block
335                                 v3s16 relpos = n2pos - blockpos * MAP_BLOCKSIZE;
336                                 // Get node straight from the block
337                                 MapNode n2 = block->getNode(relpos);
338
339                                 bool changed = false;
340
341                                 //TODO: Optimize output by optimizing light_sources?
342
343                                 /*
344                                         If the neighbor is dimmer than what was specified
345                                         as oldlight (the light of the previous node)
346                                 */
347                                 if(n2.getLight(bank, nodemgr) < oldlight)
348                                 {
349                                         /*
350                                                 And the neighbor is transparent and it has some light
351                                         */
352                                         if(nodemgr->get(n2).light_propagates
353                                                         && n2.getLight(bank, nodemgr) != 0)
354                                         {
355                                                 /*
356                                                         Set light to 0 and add to queue
357                                                 */
358
359                                                 u8 current_light = n2.getLight(bank, nodemgr);
360                                                 n2.setLight(bank, 0, nodemgr);
361                                                 block->setNode(relpos, n2);
362
363                                                 unlighted_nodes[n2pos] = current_light;
364                                                 changed = true;
365
366                                                 /*
367                                                         Remove from light_sources if it is there
368                                                         NOTE: This doesn't happen nearly at all
369                                                 */
370                                                 /*if(light_sources.find(n2pos))
371                                                 {
372                                                         infostream<<"Removed from light_sources"<<std::endl;
373                                                         light_sources.remove(n2pos);
374                                                 }*/
375                                         }
376
377                                         /*// DEBUG
378                                         if(light_sources.find(n2pos) != NULL)
379                                                 light_sources.remove(n2pos);*/
380                                 }
381                                 else{
382                                         light_sources.insert(n2pos);
383                                 }
384
385                                 // Add to modified_blocks
386                                 if(changed == true && block_checked_in_modified == false)
387                                 {
388                                         // If the block is not found in modified_blocks, add.
389                                         if(modified_blocks.find(blockpos) == modified_blocks.end())
390                                         {
391                                                 modified_blocks[blockpos] = block;
392                                         }
393                                         block_checked_in_modified = true;
394                                 }
395                         }
396                         catch(InvalidPositionException &e)
397                         {
398                                 continue;
399                         }
400                 }
401         }
402
403         /*infostream<<"unspreadLight(): Changed block "
404                         <<blockchangecount<<" times"
405                         <<" for "<<from_nodes.size()<<" nodes"
406                         <<std::endl;*/
407
408         if(unlighted_nodes.size() > 0)
409                 unspreadLight(bank, unlighted_nodes, light_sources, modified_blocks);
410 }
411
412 /*
413         A single-node wrapper of the above
414 */
415 void Map::unLightNeighbors(enum LightBank bank,
416                 v3s16 pos, u8 lightwas,
417                 std::set<v3s16> & light_sources,
418                 std::map<v3s16, MapBlock*>  & modified_blocks)
419 {
420         std::map<v3s16, u8> from_nodes;
421         from_nodes[pos] = lightwas;
422
423         unspreadLight(bank, from_nodes, light_sources, modified_blocks);
424 }
425
426 /*
427         Lights neighbors of from_nodes, collects all them and then
428         goes on recursively.
429 */
430 void Map::spreadLight(enum LightBank bank,
431                 std::set<v3s16> & from_nodes,
432                 std::map<v3s16, MapBlock*> & modified_blocks)
433 {
434         INodeDefManager *nodemgr = m_gamedef->ndef();
435
436         const v3s16 dirs[6] = {
437                 v3s16(0,0,1), // back
438                 v3s16(0,1,0), // top
439                 v3s16(1,0,0), // right
440                 v3s16(0,0,-1), // front
441                 v3s16(0,-1,0), // bottom
442                 v3s16(-1,0,0), // left
443         };
444
445         if(from_nodes.size() == 0)
446                 return;
447
448         u32 blockchangecount = 0;
449
450         std::set<v3s16> lighted_nodes;
451
452         /*
453                 Initialize block cache
454         */
455         v3s16 blockpos_last;
456         MapBlock *block = NULL;
457         // Cache this a bit, too
458         bool block_checked_in_modified = false;
459
460         for(std::set<v3s16>::iterator j = from_nodes.begin();
461                 j != from_nodes.end(); ++j)
462         {
463                 v3s16 pos = *j;
464                 v3s16 blockpos = getNodeBlockPos(pos);
465
466                 // Only fetch a new block if the block position has changed
467                 try{
468                         if(block == NULL || blockpos != blockpos_last){
469                                 block = getBlockNoCreate(blockpos);
470                                 blockpos_last = blockpos;
471
472                                 block_checked_in_modified = false;
473                                 blockchangecount++;
474                         }
475                 }
476                 catch(InvalidPositionException &e)
477                 {
478                         continue;
479                 }
480
481                 if(block->isDummy())
482                         continue;
483
484                 // Calculate relative position in block
485                 v3s16 relpos = pos - blockpos_last * MAP_BLOCKSIZE;
486
487                 // Get node straight from the block
488                 MapNode n = block->getNode(relpos);
489
490                 u8 oldlight = n.getLight(bank, nodemgr);
491                 u8 newlight = diminish_light(oldlight);
492
493                 // Loop through 6 neighbors
494                 for(u16 i=0; i<6; i++){
495                         // Get the position of the neighbor node
496                         v3s16 n2pos = pos + dirs[i];
497
498                         // Get the block where the node is located
499                         v3s16 blockpos = getNodeBlockPos(n2pos);
500
501                         try
502                         {
503                                 // Only fetch a new block if the block position has changed
504                                 try{
505                                         if(block == NULL || blockpos != blockpos_last){
506                                                 block = getBlockNoCreate(blockpos);
507                                                 blockpos_last = blockpos;
508
509                                                 block_checked_in_modified = false;
510                                                 blockchangecount++;
511                                         }
512                                 }
513                                 catch(InvalidPositionException &e)
514                                 {
515                                         continue;
516                                 }
517
518                                 // Calculate relative position in block
519                                 v3s16 relpos = n2pos - blockpos * MAP_BLOCKSIZE;
520                                 // Get node straight from the block
521                                 MapNode n2 = block->getNode(relpos);
522
523                                 bool changed = false;
524                                 /*
525                                         If the neighbor is brighter than the current node,
526                                         add to list (it will light up this node on its turn)
527                                 */
528                                 if(n2.getLight(bank, nodemgr) > undiminish_light(oldlight))
529                                 {
530                                         lighted_nodes.insert(n2pos);
531                                         changed = true;
532                                 }
533                                 /*
534                                         If the neighbor is dimmer than how much light this node
535                                         would spread on it, add to list
536                                 */
537                                 if(n2.getLight(bank, nodemgr) < newlight)
538                                 {
539                                         if(nodemgr->get(n2).light_propagates)
540                                         {
541                                                 n2.setLight(bank, newlight, nodemgr);
542                                                 block->setNode(relpos, n2);
543                                                 lighted_nodes.insert(n2pos);
544                                                 changed = true;
545                                         }
546                                 }
547
548                                 // Add to modified_blocks
549                                 if(changed == true && block_checked_in_modified == false)
550                                 {
551                                         // If the block is not found in modified_blocks, add.
552                                         if(modified_blocks.find(blockpos) == modified_blocks.end())
553                                         {
554                                                 modified_blocks[blockpos] = block;
555                                         }
556                                         block_checked_in_modified = true;
557                                 }
558                         }
559                         catch(InvalidPositionException &e)
560                         {
561                                 continue;
562                         }
563                 }
564         }
565
566         /*infostream<<"spreadLight(): Changed block "
567                         <<blockchangecount<<" times"
568                         <<" for "<<from_nodes.size()<<" nodes"
569                         <<std::endl;*/
570
571         if(lighted_nodes.size() > 0)
572                 spreadLight(bank, lighted_nodes, modified_blocks);
573 }
574
575 /*
576         A single-node source variation of the above.
577 */
578 void Map::lightNeighbors(enum LightBank bank,
579                 v3s16 pos,
580                 std::map<v3s16, MapBlock*> & modified_blocks)
581 {
582         std::set<v3s16> from_nodes;
583         from_nodes.insert(pos);
584         spreadLight(bank, from_nodes, modified_blocks);
585 }
586
587 v3s16 Map::getBrightestNeighbour(enum LightBank bank, v3s16 p)
588 {
589         INodeDefManager *nodemgr = m_gamedef->ndef();
590
591         v3s16 dirs[6] = {
592                 v3s16(0,0,1), // back
593                 v3s16(0,1,0), // top
594                 v3s16(1,0,0), // right
595                 v3s16(0,0,-1), // front
596                 v3s16(0,-1,0), // bottom
597                 v3s16(-1,0,0), // left
598         };
599
600         u8 brightest_light = 0;
601         v3s16 brightest_pos(0,0,0);
602         bool found_something = false;
603
604         // Loop through 6 neighbors
605         for(u16 i=0; i<6; i++){
606                 // Get the position of the neighbor node
607                 v3s16 n2pos = p + dirs[i];
608                 MapNode n2;
609                 try{
610                         n2 = getNode(n2pos);
611                 }
612                 catch(InvalidPositionException &e)
613                 {
614                         continue;
615                 }
616                 if(n2.getLight(bank, nodemgr) > brightest_light || found_something == false){
617                         brightest_light = n2.getLight(bank, nodemgr);
618                         brightest_pos = n2pos;
619                         found_something = true;
620                 }
621         }
622
623         if(found_something == false)
624                 throw InvalidPositionException();
625
626         return brightest_pos;
627 }
628
629 /*
630         Propagates sunlight down from a node.
631         Starting point gets sunlight.
632
633         Returns the lowest y value of where the sunlight went.
634
635         Mud is turned into grass in where the sunlight stops.
636 */
637 s16 Map::propagateSunlight(v3s16 start,
638                 std::map<v3s16, MapBlock*> & modified_blocks)
639 {
640         INodeDefManager *nodemgr = m_gamedef->ndef();
641
642         s16 y = start.Y;
643         for(; ; y--)
644         {
645                 v3s16 pos(start.X, y, start.Z);
646
647                 v3s16 blockpos = getNodeBlockPos(pos);
648                 MapBlock *block;
649                 try{
650                         block = getBlockNoCreate(blockpos);
651                 }
652                 catch(InvalidPositionException &e)
653                 {
654                         break;
655                 }
656
657                 v3s16 relpos = pos - blockpos*MAP_BLOCKSIZE;
658                 MapNode n = block->getNode(relpos);
659
660                 if(nodemgr->get(n).sunlight_propagates)
661                 {
662                         n.setLight(LIGHTBANK_DAY, LIGHT_SUN, nodemgr);
663                         block->setNode(relpos, n);
664
665                         modified_blocks[blockpos] = block;
666                 }
667                 else
668                 {
669                         // Sunlight goes no further
670                         break;
671                 }
672         }
673         return y + 1;
674 }
675
676 void Map::updateLighting(enum LightBank bank,
677                 std::map<v3s16, MapBlock*> & a_blocks,
678                 std::map<v3s16, MapBlock*> & modified_blocks)
679 {
680         INodeDefManager *nodemgr = m_gamedef->ndef();
681
682         /*m_dout<<DTIME<<"Map::updateLighting(): "
683                         <<a_blocks.size()<<" blocks."<<std::endl;*/
684
685         //TimeTaker timer("updateLighting");
686
687         // For debugging
688         //bool debug=true;
689         //u32 count_was = modified_blocks.size();
690
691         std::map<v3s16, MapBlock*> blocks_to_update;
692
693         std::set<v3s16> light_sources;
694
695         std::map<v3s16, u8> unlight_from;
696
697         int num_bottom_invalid = 0;
698
699         {
700         //TimeTaker t("first stuff");
701
702         for(std::map<v3s16, MapBlock*>::iterator i = a_blocks.begin();
703                 i != a_blocks.end(); ++i)
704         {
705                 MapBlock *block = i->second;
706
707                 for(;;)
708                 {
709                         // Don't bother with dummy blocks.
710                         if(block->isDummy())
711                                 break;
712
713                         v3s16 pos = block->getPos();
714                         v3s16 posnodes = block->getPosRelative();
715                         modified_blocks[pos] = block;
716                         blocks_to_update[pos] = block;
717
718                         /*
719                                 Clear all light from block
720                         */
721                         for(s16 z=0; z<MAP_BLOCKSIZE; z++)
722                         for(s16 x=0; x<MAP_BLOCKSIZE; x++)
723                         for(s16 y=0; y<MAP_BLOCKSIZE; y++)
724                         {
725
726                                 try{
727                                         v3s16 p(x,y,z);
728                                         MapNode n = block->getNode(p);
729                                         u8 oldlight = n.getLight(bank, nodemgr);
730                                         n.setLight(bank, 0, nodemgr);
731                                         block->setNode(p, n);
732
733                                         // If node sources light, add to list
734                                         u8 source = nodemgr->get(n).light_source;
735                                         if(source != 0)
736                                                 light_sources.insert(p + posnodes);
737
738                                         // Collect borders for unlighting
739                                         if((x==0 || x == MAP_BLOCKSIZE-1
740                                         || y==0 || y == MAP_BLOCKSIZE-1
741                                         || z==0 || z == MAP_BLOCKSIZE-1)
742                                         && oldlight != 0)
743                                         {
744                                                 v3s16 p_map = p + posnodes;
745                                                 unlight_from[p_map] = oldlight;
746                                         }
747                                 }
748                                 catch(InvalidPositionException &e)
749                                 {
750                                         /*
751                                                 This would happen when dealing with a
752                                                 dummy block.
753                                         */
754                                         //assert(0);
755                                         infostream<<"updateLighting(): InvalidPositionException"
756                                                         <<std::endl;
757                                 }
758                         }
759
760                         if(bank == LIGHTBANK_DAY)
761                         {
762                                 bool bottom_valid = block->propagateSunlight(light_sources);
763
764                                 if(!bottom_valid)
765                                         num_bottom_invalid++;
766
767                                 // If bottom is valid, we're done.
768                                 if(bottom_valid)
769                                         break;
770                         }
771                         else if(bank == LIGHTBANK_NIGHT)
772                         {
773                                 // For night lighting, sunlight is not propagated
774                                 break;
775                         }
776                         else
777                         {
778                                 // Invalid lighting bank
779                                 assert(0);
780                         }
781
782                         /*infostream<<"Bottom for sunlight-propagated block ("
783                                         <<pos.X<<","<<pos.Y<<","<<pos.Z<<") not valid"
784                                         <<std::endl;*/
785
786                         // Bottom sunlight is not valid; get the block and loop to it
787
788                         pos.Y--;
789                         try{
790                                 block = getBlockNoCreate(pos);
791                         }
792                         catch(InvalidPositionException &e)
793                         {
794                                 assert(0);
795                         }
796
797                 }
798         }
799
800         }
801
802         /*
803                 Enable this to disable proper lighting for speeding up map
804                 generation for testing or whatever
805         */
806 #if 0
807         //if(g_settings->get(""))
808         {
809                 core::map<v3s16, MapBlock*>::Iterator i;
810                 i = blocks_to_update.getIterator();
811                 for(; i.atEnd() == false; i++)
812                 {
813                         MapBlock *block = i.getNode()->getValue();
814                         v3s16 p = block->getPos();
815                         block->setLightingExpired(false);
816                 }
817                 return;
818         }
819 #endif
820
821 #if 1
822         {
823                 //TimeTaker timer("unspreadLight");
824                 unspreadLight(bank, unlight_from, light_sources, modified_blocks);
825         }
826
827         /*if(debug)
828         {
829                 u32 diff = modified_blocks.size() - count_was;
830                 count_was = modified_blocks.size();
831                 infostream<<"unspreadLight modified "<<diff<<std::endl;
832         }*/
833
834         {
835                 //TimeTaker timer("spreadLight");
836                 spreadLight(bank, light_sources, modified_blocks);
837         }
838
839         /*if(debug)
840         {
841                 u32 diff = modified_blocks.size() - count_was;
842                 count_was = modified_blocks.size();
843                 infostream<<"spreadLight modified "<<diff<<std::endl;
844         }*/
845 #endif
846
847 #if 0
848         {
849                 //MapVoxelManipulator vmanip(this);
850
851                 // Make a manual voxel manipulator and load all the blocks
852                 // that touch the requested blocks
853                 ManualMapVoxelManipulator vmanip(this);
854
855                 {
856                 //TimeTaker timer("initialEmerge");
857
858                 core::map<v3s16, MapBlock*>::Iterator i;
859                 i = blocks_to_update.getIterator();
860                 for(; i.atEnd() == false; i++)
861                 {
862                         MapBlock *block = i.getNode()->getValue();
863                         v3s16 p = block->getPos();
864
865                         // Add all surrounding blocks
866                         vmanip.initialEmerge(p - v3s16(1,1,1), p + v3s16(1,1,1));
867
868                         /*
869                                 Add all surrounding blocks that have up-to-date lighting
870                                 NOTE: This doesn't quite do the job (not everything
871                                           appropriate is lighted)
872                         */
873                         /*for(s16 z=-1; z<=1; z++)
874                         for(s16 y=-1; y<=1; y++)
875                         for(s16 x=-1; x<=1; x++)
876                         {
877                                 v3s16 p2 = p + v3s16(x,y,z);
878                                 MapBlock *block = getBlockNoCreateNoEx(p2);
879                                 if(block == NULL)
880                                         continue;
881                                 if(block->isDummy())
882                                         continue;
883                                 if(block->getLightingExpired())
884                                         continue;
885                                 vmanip.initialEmerge(p2, p2);
886                         }*/
887
888                         // Lighting of block will be updated completely
889                         block->setLightingExpired(false);
890                 }
891                 }
892
893                 {
894                         //TimeTaker timer("unSpreadLight");
895                         vmanip.unspreadLight(bank, unlight_from, light_sources, nodemgr);
896                 }
897                 {
898                         //TimeTaker timer("spreadLight");
899                         vmanip.spreadLight(bank, light_sources, nodemgr);
900                 }
901                 {
902                         //TimeTaker timer("blitBack");
903                         vmanip.blitBack(modified_blocks);
904                 }
905                 /*infostream<<"emerge_time="<<emerge_time<<std::endl;
906                 emerge_time = 0;*/
907         }
908 #endif
909
910         //m_dout<<"Done ("<<getTimestamp()<<")"<<std::endl;
911 }
912
913 void Map::updateLighting(std::map<v3s16, MapBlock*> & a_blocks,
914                 std::map<v3s16, MapBlock*> & modified_blocks)
915 {
916         updateLighting(LIGHTBANK_DAY, a_blocks, modified_blocks);
917         updateLighting(LIGHTBANK_NIGHT, a_blocks, modified_blocks);
918
919         /*
920                 Update information about whether day and night light differ
921         */
922         for(std::map<v3s16, MapBlock*>::iterator
923                         i = modified_blocks.begin();
924                         i != modified_blocks.end(); ++i)
925         {
926                 MapBlock *block = i->second;
927                 block->expireDayNightDiff();
928         }
929 }
930
931 /*
932 */
933 void Map::addNodeAndUpdate(v3s16 p, MapNode n,
934                 std::map<v3s16, MapBlock*> &modified_blocks)
935 {
936         INodeDefManager *ndef = m_gamedef->ndef();
937
938         /*PrintInfo(m_dout);
939         m_dout<<DTIME<<"Map::addNodeAndUpdate(): p=("
940                         <<p.X<<","<<p.Y<<","<<p.Z<<")"<<std::endl;*/
941
942         /*
943                 From this node to nodes underneath:
944                 If lighting is sunlight (1.0), unlight neighbours and
945                 set lighting to 0.
946                 Else discontinue.
947         */
948
949         v3s16 toppos = p + v3s16(0,1,0);
950         //v3s16 bottompos = p + v3s16(0,-1,0);
951
952         bool node_under_sunlight = true;
953         std::set<v3s16> light_sources;
954
955         /*
956                 Collect old node for rollback
957         */
958         RollbackNode rollback_oldnode(this, p, m_gamedef);
959
960         /*
961                 If there is a node at top and it doesn't have sunlight,
962                 there has not been any sunlight going down.
963
964                 Otherwise there probably is.
965         */
966         try{
967                 MapNode topnode = getNode(toppos);
968
969                 if(topnode.getLight(LIGHTBANK_DAY, ndef) != LIGHT_SUN)
970                         node_under_sunlight = false;
971         }
972         catch(InvalidPositionException &e)
973         {
974         }
975
976         /*
977                 Remove all light that has come out of this node
978         */
979
980         enum LightBank banks[] =
981         {
982                 LIGHTBANK_DAY,
983                 LIGHTBANK_NIGHT
984         };
985         for(s32 i=0; i<2; i++)
986         {
987                 enum LightBank bank = banks[i];
988
989                 u8 lightwas = getNode(p).getLight(bank, ndef);
990
991                 // Add the block of the added node to modified_blocks
992                 v3s16 blockpos = getNodeBlockPos(p);
993                 MapBlock * block = getBlockNoCreate(blockpos);
994                 assert(block != NULL);
995                 modified_blocks[blockpos] = block;
996
997                 assert(isValidPosition(p));
998
999                 // Unlight neighbours of node.
1000                 // This means setting light of all consequent dimmer nodes
1001                 // to 0.
1002                 // This also collects the nodes at the border which will spread
1003                 // light again into this.
1004                 unLightNeighbors(bank, p, lightwas, light_sources, modified_blocks);
1005
1006                 n.setLight(bank, 0, ndef);
1007         }
1008
1009         /*
1010                 If node lets sunlight through and is under sunlight, it has
1011                 sunlight too.
1012         */
1013         if(node_under_sunlight && ndef->get(n).sunlight_propagates)
1014         {
1015                 n.setLight(LIGHTBANK_DAY, LIGHT_SUN, ndef);
1016         }
1017
1018         /*
1019                 Remove node metadata
1020         */
1021
1022         removeNodeMetadata(p);
1023
1024         /*
1025                 Set the node on the map
1026         */
1027
1028         setNode(p, n);
1029
1030         /*
1031                 If node is under sunlight and doesn't let sunlight through,
1032                 take all sunlighted nodes under it and clear light from them
1033                 and from where the light has been spread.
1034                 TODO: This could be optimized by mass-unlighting instead
1035                           of looping
1036         */
1037         if(node_under_sunlight && !ndef->get(n).sunlight_propagates)
1038         {
1039                 s16 y = p.Y - 1;
1040                 for(;; y--){
1041                         //m_dout<<DTIME<<"y="<<y<<std::endl;
1042                         v3s16 n2pos(p.X, y, p.Z);
1043
1044                         MapNode n2;
1045                         try{
1046                                 n2 = getNode(n2pos);
1047                         }
1048                         catch(InvalidPositionException &e)
1049                         {
1050                                 break;
1051                         }
1052
1053                         if(n2.getLight(LIGHTBANK_DAY, ndef) == LIGHT_SUN)
1054                         {
1055                                 unLightNeighbors(LIGHTBANK_DAY,
1056                                                 n2pos, n2.getLight(LIGHTBANK_DAY, ndef),
1057                                                 light_sources, modified_blocks);
1058                                 n2.setLight(LIGHTBANK_DAY, 0, ndef);
1059                                 setNode(n2pos, n2);
1060                         }
1061                         else
1062                                 break;
1063                 }
1064         }
1065
1066         for(s32 i=0; i<2; i++)
1067         {
1068                 enum LightBank bank = banks[i];
1069
1070                 /*
1071                         Spread light from all nodes that might be capable of doing so
1072                 */
1073                 spreadLight(bank, light_sources, modified_blocks);
1074         }
1075
1076         /*
1077                 Update information about whether day and night light differ
1078         */
1079         for(std::map<v3s16, MapBlock*>::iterator
1080                         i = modified_blocks.begin();
1081                         i != modified_blocks.end(); ++i)
1082         {
1083                 i->second->expireDayNightDiff();
1084         }
1085
1086         /*
1087                 Report for rollback
1088         */
1089         if(m_gamedef->rollback())
1090         {
1091                 RollbackNode rollback_newnode(this, p, m_gamedef);
1092                 RollbackAction action;
1093                 action.setSetNode(p, rollback_oldnode, rollback_newnode);
1094                 m_gamedef->rollback()->reportAction(action);
1095         }
1096
1097         /*
1098                 Add neighboring liquid nodes and the node itself if it is
1099                 liquid (=water node was added) to transform queue.
1100                 note: todo: for liquid_finite enough to add only self node
1101         */
1102         v3s16 dirs[7] = {
1103                 v3s16(0,0,0), // self
1104                 v3s16(0,0,1), // back
1105                 v3s16(0,1,0), // top
1106                 v3s16(1,0,0), // right
1107                 v3s16(0,0,-1), // front
1108                 v3s16(0,-1,0), // bottom
1109                 v3s16(-1,0,0), // left
1110         };
1111         for(u16 i=0; i<7; i++)
1112         {
1113                 try
1114                 {
1115
1116                 v3s16 p2 = p + dirs[i];
1117
1118                 MapNode n2 = getNode(p2);
1119                 if(ndef->get(n2).isLiquid() || n2.getContent() == CONTENT_AIR)
1120                 {
1121                         m_transforming_liquid.push_back(p2);
1122                 }
1123
1124                 }catch(InvalidPositionException &e)
1125                 {
1126                 }
1127         }
1128 }
1129
1130 /*
1131 */
1132 void Map::removeNodeAndUpdate(v3s16 p,
1133                 std::map<v3s16, MapBlock*> &modified_blocks)
1134 {
1135         INodeDefManager *ndef = m_gamedef->ndef();
1136
1137         /*PrintInfo(m_dout);
1138         m_dout<<DTIME<<"Map::removeNodeAndUpdate(): p=("
1139                         <<p.X<<","<<p.Y<<","<<p.Z<<")"<<std::endl;*/
1140
1141         bool node_under_sunlight = true;
1142
1143         v3s16 toppos = p + v3s16(0,1,0);
1144
1145         // Node will be replaced with this
1146         content_t replace_material = CONTENT_AIR;
1147
1148         /*
1149                 Collect old node for rollback
1150         */
1151         RollbackNode rollback_oldnode(this, p, m_gamedef);
1152
1153         /*
1154                 If there is a node at top and it doesn't have sunlight,
1155                 there will be no sunlight going down.
1156         */
1157         try{
1158                 MapNode topnode = getNode(toppos);
1159
1160                 if(topnode.getLight(LIGHTBANK_DAY, ndef) != LIGHT_SUN)
1161                         node_under_sunlight = false;
1162         }
1163         catch(InvalidPositionException &e)
1164         {
1165         }
1166
1167         std::set<v3s16> light_sources;
1168
1169         enum LightBank banks[] =
1170         {
1171                 LIGHTBANK_DAY,
1172                 LIGHTBANK_NIGHT
1173         };
1174         for(s32 i=0; i<2; i++)
1175         {
1176                 enum LightBank bank = banks[i];
1177
1178                 /*
1179                         Unlight neighbors (in case the node is a light source)
1180                 */
1181                 unLightNeighbors(bank, p,
1182                                 getNode(p).getLight(bank, ndef),
1183                                 light_sources, modified_blocks);
1184         }
1185
1186         /*
1187                 Remove node metadata
1188         */
1189
1190         removeNodeMetadata(p);
1191
1192         /*
1193                 Remove the node.
1194                 This also clears the lighting.
1195         */
1196
1197         MapNode n;
1198         n.setContent(replace_material);
1199         setNode(p, n);
1200
1201         for(s32 i=0; i<2; i++)
1202         {
1203                 enum LightBank bank = banks[i];
1204
1205                 /*
1206                         Recalculate lighting
1207                 */
1208                 spreadLight(bank, light_sources, modified_blocks);
1209         }
1210
1211         // Add the block of the removed node to modified_blocks
1212         v3s16 blockpos = getNodeBlockPos(p);
1213         MapBlock * block = getBlockNoCreate(blockpos);
1214         assert(block != NULL);
1215         modified_blocks[blockpos] = block;
1216
1217         /*
1218                 If the removed node was under sunlight, propagate the
1219                 sunlight down from it and then light all neighbors
1220                 of the propagated blocks.
1221         */
1222         if(node_under_sunlight)
1223         {
1224                 s16 ybottom = propagateSunlight(p, modified_blocks);
1225                 /*m_dout<<DTIME<<"Node was under sunlight. "
1226                                 "Propagating sunlight";
1227                 m_dout<<DTIME<<" -> ybottom="<<ybottom<<std::endl;*/
1228                 s16 y = p.Y;
1229                 for(; y >= ybottom; y--)
1230                 {
1231                         v3s16 p2(p.X, y, p.Z);
1232                         /*m_dout<<DTIME<<"lighting neighbors of node ("
1233                                         <<p2.X<<","<<p2.Y<<","<<p2.Z<<")"
1234                                         <<std::endl;*/
1235                         lightNeighbors(LIGHTBANK_DAY, p2, modified_blocks);
1236                 }
1237         }
1238         else
1239         {
1240                 // Set the lighting of this node to 0
1241                 // TODO: Is this needed? Lighting is cleared up there already.
1242                 try{
1243                         MapNode n = getNode(p);
1244                         n.setLight(LIGHTBANK_DAY, 0, ndef);
1245                         setNode(p, n);
1246                 }
1247                 catch(InvalidPositionException &e)
1248                 {
1249                         assert(0);
1250                 }
1251         }
1252
1253         for(s32 i=0; i<2; i++)
1254         {
1255                 enum LightBank bank = banks[i];
1256
1257                 // Get the brightest neighbour node and propagate light from it
1258                 v3s16 n2p = getBrightestNeighbour(bank, p);
1259                 try{
1260                         //MapNode n2 = getNode(n2p);
1261                         lightNeighbors(bank, n2p, modified_blocks);
1262                 }
1263                 catch(InvalidPositionException &e)
1264                 {
1265                 }
1266         }
1267
1268         /*
1269                 Update information about whether day and night light differ
1270         */
1271         for(std::map<v3s16, MapBlock*>::iterator
1272                         i = modified_blocks.begin();
1273                         i != modified_blocks.end(); ++i)
1274         {
1275                 i->second->expireDayNightDiff();
1276         }
1277
1278         /*
1279                 Report for rollback
1280         */
1281         if(m_gamedef->rollback())
1282         {
1283                 RollbackNode rollback_newnode(this, p, m_gamedef);
1284                 RollbackAction action;
1285                 action.setSetNode(p, rollback_oldnode, rollback_newnode);
1286                 m_gamedef->rollback()->reportAction(action);
1287         }
1288
1289         /*
1290                 Add neighboring liquid nodes and this node to transform queue.
1291                 (it's vital for the node itself to get updated last.)
1292                 note: todo: for liquid_finite enough to add only self node
1293         */
1294         v3s16 dirs[7] = {
1295                 v3s16(0,0,1), // back
1296                 v3s16(0,1,0), // top
1297                 v3s16(1,0,0), // right
1298                 v3s16(0,0,-1), // front
1299                 v3s16(0,-1,0), // bottom
1300                 v3s16(-1,0,0), // left
1301                 v3s16(0,0,0), // self
1302         };
1303         for(u16 i=0; i<7; i++)
1304         {
1305                 try
1306                 {
1307
1308                 v3s16 p2 = p + dirs[i];
1309
1310                 MapNode n2 = getNode(p2);
1311                 if(ndef->get(n2).isLiquid() || n2.getContent() == CONTENT_AIR)
1312                 {
1313                         m_transforming_liquid.push_back(p2);
1314                 }
1315
1316                 }catch(InvalidPositionException &e)
1317                 {
1318                 }
1319         }
1320 }
1321
1322 bool Map::addNodeWithEvent(v3s16 p, MapNode n)
1323 {
1324         MapEditEvent event;
1325         event.type = MEET_ADDNODE;
1326         event.p = p;
1327         event.n = n;
1328
1329         bool succeeded = true;
1330         try{
1331                 std::map<v3s16, MapBlock*> modified_blocks;
1332                 addNodeAndUpdate(p, n, modified_blocks);
1333
1334                 // Copy modified_blocks to event
1335                 for(std::map<v3s16, MapBlock*>::iterator
1336                                 i = modified_blocks.begin();
1337                                 i != modified_blocks.end(); ++i)
1338                 {
1339                         event.modified_blocks.insert(i->first);
1340                 }
1341         }
1342         catch(InvalidPositionException &e){
1343                 succeeded = false;
1344         }
1345
1346         dispatchEvent(&event);
1347
1348         return succeeded;
1349 }
1350
1351 bool Map::removeNodeWithEvent(v3s16 p)
1352 {
1353         MapEditEvent event;
1354         event.type = MEET_REMOVENODE;
1355         event.p = p;
1356
1357         bool succeeded = true;
1358         try{
1359                 std::map<v3s16, MapBlock*> modified_blocks;
1360                 removeNodeAndUpdate(p, modified_blocks);
1361
1362                 // Copy modified_blocks to event
1363                 for(std::map<v3s16, MapBlock*>::iterator
1364                                 i = modified_blocks.begin();
1365                                 i != modified_blocks.end(); ++i)
1366                 {
1367                         event.modified_blocks.insert(i->first);
1368                 }
1369         }
1370         catch(InvalidPositionException &e){
1371                 succeeded = false;
1372         }
1373
1374         dispatchEvent(&event);
1375
1376         return succeeded;
1377 }
1378
1379 bool Map::getDayNightDiff(v3s16 blockpos)
1380 {
1381         try{
1382                 v3s16 p = blockpos + v3s16(0,0,0);
1383                 MapBlock *b = getBlockNoCreate(p);
1384                 if(b->getDayNightDiff())
1385                         return true;
1386         }
1387         catch(InvalidPositionException &e){}
1388         // Leading edges
1389         try{
1390                 v3s16 p = blockpos + v3s16(-1,0,0);
1391                 MapBlock *b = getBlockNoCreate(p);
1392                 if(b->getDayNightDiff())
1393                         return true;
1394         }
1395         catch(InvalidPositionException &e){}
1396         try{
1397                 v3s16 p = blockpos + v3s16(0,-1,0);
1398                 MapBlock *b = getBlockNoCreate(p);
1399                 if(b->getDayNightDiff())
1400                         return true;
1401         }
1402         catch(InvalidPositionException &e){}
1403         try{
1404                 v3s16 p = blockpos + v3s16(0,0,-1);
1405                 MapBlock *b = getBlockNoCreate(p);
1406                 if(b->getDayNightDiff())
1407                         return true;
1408         }
1409         catch(InvalidPositionException &e){}
1410         // Trailing edges
1411         try{
1412                 v3s16 p = blockpos + v3s16(1,0,0);
1413                 MapBlock *b = getBlockNoCreate(p);
1414                 if(b->getDayNightDiff())
1415                         return true;
1416         }
1417         catch(InvalidPositionException &e){}
1418         try{
1419                 v3s16 p = blockpos + v3s16(0,1,0);
1420                 MapBlock *b = getBlockNoCreate(p);
1421                 if(b->getDayNightDiff())
1422                         return true;
1423         }
1424         catch(InvalidPositionException &e){}
1425         try{
1426                 v3s16 p = blockpos + v3s16(0,0,1);
1427                 MapBlock *b = getBlockNoCreate(p);
1428                 if(b->getDayNightDiff())
1429                         return true;
1430         }
1431         catch(InvalidPositionException &e){}
1432
1433         return false;
1434 }
1435
1436 /*
1437         Updates usage timers
1438 */
1439 void Map::timerUpdate(float dtime, float unload_timeout,
1440                 std::list<v3s16> *unloaded_blocks)
1441 {
1442         bool save_before_unloading = (mapType() == MAPTYPE_SERVER);
1443
1444         // Profile modified reasons
1445         Profiler modprofiler;
1446
1447         std::list<v2s16> sector_deletion_queue;
1448         u32 deleted_blocks_count = 0;
1449         u32 saved_blocks_count = 0;
1450         u32 block_count_all = 0;
1451
1452         beginSave();
1453         for(std::map<v2s16, MapSector*>::iterator si = m_sectors.begin();
1454                 si != m_sectors.end(); ++si)
1455         {
1456                 MapSector *sector = si->second;
1457
1458                 bool all_blocks_deleted = true;
1459
1460                 std::list<MapBlock*> blocks;
1461                 sector->getBlocks(blocks);
1462
1463                 for(std::list<MapBlock*>::iterator i = blocks.begin();
1464                                 i != blocks.end(); ++i)
1465                 {
1466                         MapBlock *block = (*i);
1467
1468                         block->incrementUsageTimer(dtime);
1469
1470                         if(block->refGet() == 0 && block->getUsageTimer() > unload_timeout)
1471                         {
1472                                 v3s16 p = block->getPos();
1473
1474                                 // Save if modified
1475                                 if(block->getModified() != MOD_STATE_CLEAN
1476                                                 && save_before_unloading)
1477                                 {
1478                                         modprofiler.add(block->getModifiedReason(), 1);
1479                                         saveBlock(block);
1480                                         saved_blocks_count++;
1481                                 }
1482
1483                                 // Delete from memory
1484                                 sector->deleteBlock(block);
1485
1486                                 if(unloaded_blocks)
1487                                         unloaded_blocks->push_back(p);
1488
1489                                 deleted_blocks_count++;
1490                         }
1491                         else
1492                         {
1493                                 all_blocks_deleted = false;
1494                                 block_count_all++;
1495                         }
1496                 }
1497
1498                 if(all_blocks_deleted)
1499                 {
1500                         sector_deletion_queue.push_back(si->first);
1501                 }
1502         }
1503         endSave();
1504
1505         // Finally delete the empty sectors
1506         deleteSectors(sector_deletion_queue);
1507
1508         if(deleted_blocks_count != 0)
1509         {
1510                 PrintInfo(infostream); // ServerMap/ClientMap:
1511                 infostream<<"Unloaded "<<deleted_blocks_count
1512                                 <<" blocks from memory";
1513                 if(save_before_unloading)
1514                         infostream<<", of which "<<saved_blocks_count<<" were written";
1515                 infostream<<", "<<block_count_all<<" blocks in memory";
1516                 infostream<<"."<<std::endl;
1517                 if(saved_blocks_count != 0){
1518                         PrintInfo(infostream); // ServerMap/ClientMap:
1519                         infostream<<"Blocks modified by: "<<std::endl;
1520                         modprofiler.print(infostream);
1521                 }
1522         }
1523 }
1524
1525 void Map::unloadUnreferencedBlocks(std::list<v3s16> *unloaded_blocks)
1526 {
1527         timerUpdate(0.0, -1.0, unloaded_blocks);
1528 }
1529
1530 void Map::deleteSectors(std::list<v2s16> &list)
1531 {
1532         for(std::list<v2s16>::iterator j = list.begin();
1533                 j != list.end(); ++j)
1534         {
1535                 MapSector *sector = m_sectors[*j];
1536                 // If sector is in sector cache, remove it from there
1537                 if(m_sector_cache == sector)
1538                         m_sector_cache = NULL;
1539                 // Remove from map and delete
1540                 m_sectors.erase(*j);
1541                 delete sector;
1542         }
1543 }
1544
1545 #if 0
1546 void Map::unloadUnusedData(float timeout,
1547                 core::list<v3s16> *deleted_blocks)
1548 {
1549         core::list<v2s16> sector_deletion_queue;
1550         u32 deleted_blocks_count = 0;
1551         u32 saved_blocks_count = 0;
1552
1553         core::map<v2s16, MapSector*>::Iterator si = m_sectors.getIterator();
1554         for(; si.atEnd() == false; si++)
1555         {
1556                 MapSector *sector = si.getNode()->getValue();
1557
1558                 bool all_blocks_deleted = true;
1559
1560                 core::list<MapBlock*> blocks;
1561                 sector->getBlocks(blocks);
1562                 for(core::list<MapBlock*>::Iterator i = blocks.begin();
1563                                 i != blocks.end(); i++)
1564                 {
1565                         MapBlock *block = (*i);
1566
1567                         if(block->getUsageTimer() > timeout)
1568                         {
1569                                 // Save if modified
1570                                 if(block->getModified() != MOD_STATE_CLEAN)
1571                                 {
1572                                         saveBlock(block);
1573                                         saved_blocks_count++;
1574                                 }
1575                                 // Delete from memory
1576                                 sector->deleteBlock(block);
1577                                 deleted_blocks_count++;
1578                         }
1579                         else
1580                         {
1581                                 all_blocks_deleted = false;
1582                         }
1583                 }
1584
1585                 if(all_blocks_deleted)
1586                 {
1587                         sector_deletion_queue.push_back(si.getNode()->getKey());
1588                 }
1589         }
1590
1591         deleteSectors(sector_deletion_queue);
1592
1593         infostream<<"Map: Unloaded "<<deleted_blocks_count<<" blocks from memory"
1594                         <<", of which "<<saved_blocks_count<<" were wr."
1595                         <<std::endl;
1596
1597         //return sector_deletion_queue.getSize();
1598         //return deleted_blocks_count;
1599 }
1600 #endif
1601
1602 void Map::PrintInfo(std::ostream &out)
1603 {
1604         out<<"Map: ";
1605 }
1606
1607 #define WATER_DROP_BOOST 4
1608
1609 enum NeighborType {
1610         NEIGHBOR_UPPER,
1611         NEIGHBOR_SAME_LEVEL,
1612         NEIGHBOR_LOWER
1613 };
1614 struct NodeNeighbor {
1615         MapNode n;
1616         NeighborType t;
1617         v3s16 p;
1618         bool l; //can liquid
1619         bool i; //infinity
1620 };
1621
1622 void Map::transforming_liquid_add(v3s16 p) {
1623         m_transforming_liquid.push_back(p);
1624 }
1625
1626 s32 Map::transforming_liquid_size() {
1627         return m_transforming_liquid.size();
1628 }
1629
1630 const v3s16 g_7dirs[7] =
1631 {
1632         // +right, +top, +back
1633         v3s16( 0,-1, 0), // bottom
1634         v3s16( 0, 0, 0), // self
1635         v3s16( 0, 0, 1), // back
1636         v3s16( 0, 0,-1), // front
1637         v3s16( 1, 0, 0), // right
1638         v3s16(-1, 0, 0), // left
1639         v3s16( 0, 1, 0)  // top
1640 };
1641
1642 #define D_BOTTOM 0
1643 #define D_TOP 6
1644 #define D_SELF 1
1645
1646 void Map::transformLiquidsFinite(std::map<v3s16, MapBlock*> & modified_blocks)
1647 {
1648         INodeDefManager *nodemgr = m_gamedef->ndef();
1649
1650         DSTACK(__FUNCTION_NAME);
1651         //TimeTaker timer("transformLiquids()");
1652
1653         u32 loopcount = 0;
1654         u32 initial_size = m_transforming_liquid.size();
1655
1656         u8 relax = g_settings->getS16("liquid_relax");
1657         bool fast_flood = g_settings->getS16("liquid_fast_flood");
1658         int water_level = g_settings->getS16("water_level");
1659
1660         // list of nodes that due to viscosity have not reached their max level height
1661         UniqueQueue<v3s16> must_reflow, must_reflow_second;
1662
1663         // List of MapBlocks that will require a lighting update (due to lava)
1664         std::map<v3s16, MapBlock*> lighting_modified_blocks;
1665
1666         u16 loop_max = g_settings->getU16("liquid_loop_max");
1667
1668         //if (m_transforming_liquid.size() > 0) errorstream << "Liquid queue size="<<m_transforming_liquid.size()<<std::endl;
1669
1670         while (m_transforming_liquid.size() > 0)
1671         {
1672                 // This should be done here so that it is done when continue is used
1673                 if (loopcount >= initial_size || loopcount >= loop_max)
1674                         break;
1675                 loopcount++;
1676                 /*
1677                         Get a queued transforming liquid node
1678                 */
1679                 v3s16 p0 = m_transforming_liquid.pop_front();
1680                 u16 total_level = 0;
1681                 // surrounding flowing liquid nodes
1682                 NodeNeighbor neighbors[7]; 
1683                 // current level of every block
1684                 s8 liquid_levels[7] = {-1, -1, -1, -1, -1, -1, -1};
1685                  // target levels
1686                 s8 liquid_levels_want[7] = {-1, -1, -1, -1, -1, -1, -1};
1687                 s8 can_liquid_same_level = 0;
1688                 content_t liquid_kind = CONTENT_IGNORE;
1689                 content_t liquid_kind_flowing = CONTENT_IGNORE;
1690                 /*
1691                         Collect information about the environment
1692                  */
1693                 const v3s16 *dirs = g_7dirs;
1694                 for (u16 i = 0; i < 7; i++) {
1695                         NeighborType nt = NEIGHBOR_SAME_LEVEL;
1696                         switch (i) {
1697                                 case D_TOP:
1698                                         nt = NEIGHBOR_UPPER;
1699                                         break;
1700                                 case D_BOTTOM:
1701                                         nt = NEIGHBOR_LOWER;
1702                                         break;
1703                         }
1704                         v3s16 npos = p0 + dirs[i];
1705
1706                         neighbors[i].n = getNodeNoEx(npos);
1707                         neighbors[i].t = nt;
1708                         neighbors[i].p = npos;
1709                         neighbors[i].l = 0;
1710                         neighbors[i].i = 0;
1711                         NodeNeighbor & nb = neighbors[i];
1712
1713                         switch (nodemgr->get(nb.n.getContent()).liquid_type) {
1714                                 case LIQUID_NONE:
1715                                         if (nb.n.getContent() == CONTENT_AIR) {
1716                                                 liquid_levels[i] = 0;
1717                                                 nb.l = 1;
1718                                         }
1719                                         break;
1720                                 case LIQUID_SOURCE:
1721                                         // if this node is not (yet) of a liquid type,
1722                                         // choose the first liquid type we encounter
1723                                         if (liquid_kind_flowing == CONTENT_IGNORE)
1724                                                 liquid_kind_flowing = nodemgr->getId(
1725                                                         nodemgr->get(nb.n).liquid_alternative_flowing);
1726                                         if (liquid_kind == CONTENT_IGNORE)
1727                                                 liquid_kind = nb.n.getContent();
1728                                         if (nb.n.getContent() == liquid_kind) {
1729                                                 liquid_levels[i] = nb.n.getLevel(nodemgr); //LIQUID_LEVEL_SOURCE;
1730                                                 nb.l = 1;
1731                                                 nb.i = (nb.n.param2 & LIQUID_INFINITY_MASK);
1732                                         }
1733                                         break;
1734                                 case LIQUID_FLOWING:
1735                                         // if this node is not (yet) of a liquid type,
1736                                         // choose the first liquid type we encounter
1737                                         if (liquid_kind_flowing == CONTENT_IGNORE)
1738                                                 liquid_kind_flowing = nb.n.getContent();
1739                                         if (liquid_kind == CONTENT_IGNORE)
1740                                                 liquid_kind = nodemgr->getId(
1741                                                         nodemgr->get(nb.n).liquid_alternative_source);
1742                                         if (nb.n.getContent() == liquid_kind_flowing) {
1743                                                 liquid_levels[i] = nb.n.getLevel(nodemgr); //(nb.n.param2 & LIQUID_LEVEL_MASK);
1744                                                 nb.l = 1;
1745                                         }
1746                                         break;
1747                         }
1748                         
1749                         if (nb.l && nb.t == NEIGHBOR_SAME_LEVEL)
1750                                 ++can_liquid_same_level;
1751                         if (liquid_levels[i] > 0)
1752                                 total_level += liquid_levels[i];
1753
1754                         /*
1755                         infostream << "get node i=" <<(int)i<<" " << PP(npos) << " c="
1756                         << nb.n.getContent() <<" p0="<< (int)nb.n.param0 <<" p1="
1757                         << (int)nb.n.param1 <<" p2="<< (int)nb.n.param2 << " lt="
1758                         << nodemgr->get(nb.n.getContent()).liquid_type
1759                         //<< " lk=" << liquid_kind << " lkf=" << liquid_kind_flowing
1760                         << " l="<< nb.l << " inf="<< nb.i << " nlevel=" << (int)liquid_levels[i]
1761                         << " tlevel=" << (int)total_level << " cansame="
1762                         << (int)can_liquid_same_level << std::endl;
1763                         */
1764                 }
1765
1766                 if (liquid_kind == CONTENT_IGNORE ||
1767                         !neighbors[D_SELF].l ||
1768                         total_level <= 0)
1769                         continue;
1770
1771                 // fill bottom block
1772                 if (neighbors[D_BOTTOM].l) {
1773                         liquid_levels_want[D_BOTTOM] = total_level > LIQUID_LEVEL_SOURCE ?
1774                                 LIQUID_LEVEL_SOURCE : total_level;
1775                         total_level -= liquid_levels_want[D_BOTTOM];
1776                 }
1777
1778                 //relax up
1779                 if (relax && ((p0.Y == water_level) || (fast_flood && p0.Y <= water_level)) && liquid_levels[D_TOP] == 0 &&
1780                         liquid_levels[D_BOTTOM] == LIQUID_LEVEL_SOURCE &&
1781                         total_level >= LIQUID_LEVEL_SOURCE * can_liquid_same_level-
1782                         (can_liquid_same_level - relax) &&
1783                         can_liquid_same_level >= relax + 1) { 
1784                         total_level = LIQUID_LEVEL_SOURCE * can_liquid_same_level; 
1785                 }
1786
1787                 // prevent lakes in air above unloaded blocks
1788                 if (liquid_levels[D_TOP] == 0 && (p0.Y > water_level) && neighbors[D_BOTTOM].n.getContent() == CONTENT_IGNORE && !(loopcount % 3)) {
1789                         --total_level;
1790                 }
1791
1792                 // calculate self level 5 blocks
1793                 u8 want_level = 
1794                           total_level >= LIQUID_LEVEL_SOURCE * can_liquid_same_level
1795                         ? LIQUID_LEVEL_SOURCE 
1796                         : total_level / can_liquid_same_level;
1797                 total_level -= want_level * can_liquid_same_level;
1798
1799                 //relax down
1800                 if (relax && p0.Y == water_level + 1 && liquid_levels[D_TOP] == 0 &&
1801                         liquid_levels[D_BOTTOM] == LIQUID_LEVEL_SOURCE && want_level == 0 &&
1802                         total_level <= (can_liquid_same_level - relax) &&
1803                         can_liquid_same_level >= relax + 1) {
1804                         total_level = 0;
1805                 }
1806
1807                 for (u16 ii = D_SELF; ii < D_TOP; ++ii) { // fill only same level
1808                         if (!neighbors[ii].l)
1809                                 continue;
1810                         liquid_levels_want[ii] = want_level;
1811                         if (liquid_levels_want[ii] < LIQUID_LEVEL_SOURCE && total_level > 0) {
1812                                 if (loopcount % 3 || liquid_levels[ii] <= 0){
1813                                         if (liquid_levels[ii] > liquid_levels_want[ii]) {
1814                                                 ++liquid_levels_want[ii];
1815                                                 --total_level;
1816                                         }
1817                                 } else if (neighbors[ii].l > 0){
1818                                                 ++liquid_levels_want[ii];
1819                                                 --total_level;
1820                                 }
1821                         }
1822                 }
1823
1824                 for (u16 ii = 0; ii < 7; ++ii) {
1825                         if (total_level < 1) break;
1826                         if (liquid_levels_want[ii] >= 0 &&
1827                                 liquid_levels_want[ii] < LIQUID_LEVEL_SOURCE) {
1828                                 ++liquid_levels_want[ii];
1829                                 --total_level;
1830                         }
1831                 }
1832
1833                 // fill top block if can
1834                 if (neighbors[D_TOP].l) {
1835                         liquid_levels_want[D_TOP] = total_level > LIQUID_LEVEL_SOURCE ?
1836                                 LIQUID_LEVEL_SOURCE : total_level;
1837                         total_level -= liquid_levels_want[D_TOP];
1838                 }
1839
1840                 for (u16 ii = 0; ii < 7; ii++) // infinity and cave flood optimization
1841                         if (    neighbors[ii].i ||
1842                                 (liquid_levels_want[ii] >= 0 &&
1843                                  (fast_flood && p0.Y < water_level &&
1844                                   (initial_size >= 1000
1845                                    && ii != D_TOP
1846                                    && want_level >= LIQUID_LEVEL_SOURCE/4
1847                                    && can_liquid_same_level >= 5
1848                                    && liquid_levels[D_TOP] >= LIQUID_LEVEL_SOURCE))))
1849                                 liquid_levels_want[ii] = LIQUID_LEVEL_SOURCE;
1850
1851                 /*
1852                 if (total_level > 0) //|| flowed != volume)
1853                         infostream <<" AFTER level=" << (int)total_level 
1854                         //<< " flowed="<<flowed<< " volume=" << volume
1855                         << " wantsame="<<(int)want_level<< " top="
1856                         << (int)liquid_levels_want[D_TOP]<< " topwas="
1857                         << (int)liquid_levels[D_TOP]<< " bot="
1858                         << (int)liquid_levels_want[D_BOTTOM]<<std::endl;
1859                 */
1860
1861                 //u8 changed = 0;
1862                 for (u16 i = 0; i < 7; i++) {
1863                         if (liquid_levels_want[i] < 0 || !neighbors[i].l) 
1864                                 continue;
1865                         MapNode & n0 = neighbors[i].n;
1866                         p0 = neighbors[i].p;
1867                         /*
1868                                 decide on the type (and possibly level) of the current node
1869                         */
1870                         content_t new_node_content;
1871                         s8 new_node_level = -1;
1872                         u8 viscosity = nodemgr->get(liquid_kind).liquid_viscosity;
1873                         if (viscosity > 1 && liquid_levels_want[i] != liquid_levels[i]) {
1874                                 // amount to gain, limited by viscosity
1875                                 // must be at least 1 in absolute value
1876                                 s8 level_inc = liquid_levels_want[i] - liquid_levels[i];
1877                                 if (level_inc < -viscosity || level_inc > viscosity)
1878                                         new_node_level = liquid_levels[i] + level_inc/viscosity;
1879                                 else if (level_inc < 0)
1880                                         new_node_level = liquid_levels[i] - 1;
1881                                 else if (level_inc > 0)
1882                                         new_node_level = liquid_levels[i] + 1;
1883                         } else {
1884                                 new_node_level = liquid_levels_want[i];
1885                         }
1886                         
1887                         if (new_node_level >= LIQUID_LEVEL_SOURCE)
1888                                 new_node_content = liquid_kind;
1889                         else if (new_node_level > 0)
1890                                 new_node_content = liquid_kind_flowing;
1891                         else
1892                                 new_node_content = CONTENT_AIR;
1893                         
1894                         // last level must flow down on stairs
1895                         if (liquid_levels_want[i] != liquid_levels[i] &&
1896                                 liquid_levels[D_TOP] <= 0 && !neighbors[D_BOTTOM].l &&
1897                                 new_node_level >= 1 && new_node_level <= 2) {
1898                                 for (u16 ii = D_SELF + 1; ii < D_TOP; ++ii) { // only same level
1899                                         if (neighbors[ii].l)
1900                                                 must_reflow_second.push_back(p0 + dirs[ii]);
1901                                 }
1902                         }
1903
1904                         /*
1905                                 check if anything has changed.
1906                                 if not, just continue with the next node.
1907                          */
1908                         /*
1909                         if (
1910                                  new_node_content == n0.getContent() 
1911                                 && (nodemgr->get(n0.getContent()).liquid_type != LIQUID_FLOWING ||
1912                                  (n0.getLevel(nodemgr) == (u8)new_node_level
1913                                  //&& ((n0.param2 & LIQUID_FLOW_DOWN_MASK) ==
1914                                  //LIQUID_FLOW_DOWN_MASK) == flowing_down
1915                                  ))
1916                                 &&
1917                                  (nodemgr->get(n0.getContent()).liquid_type != LIQUID_SOURCE ||
1918                                  (((n0.param2 & LIQUID_INFINITY_MASK) ==
1919                                         LIQUID_INFINITY_MASK) == neighbors[i].i
1920                                  ))
1921                            )*/
1922                         if (liquid_levels[i] == new_node_level)
1923                         {
1924                                 continue;
1925                         }
1926                         
1927                         //++changed;
1928
1929                         /*
1930                                 update the current node
1931                          */
1932                         /*
1933                         if (nodemgr->get(new_node_content).liquid_type == LIQUID_FLOWING) {
1934                                 // set level to last 3 bits, flowing down bit to 4th bit
1935                                 n0.param2 = (new_node_level & LIQUID_LEVEL_MASK);
1936                         } else if (nodemgr->get(new_node_content).liquid_type == LIQUID_SOURCE) {
1937                                 //n0.param2 = ~(LIQUID_LEVEL_MASK | LIQUID_FLOW_DOWN_MASK);
1938                                 n0.param2 = (neighbors[i].i ? LIQUID_INFINITY_MASK : 0x00);
1939                         }
1940                         */
1941                         /*
1942                         infostream << "set node i=" <<(int)i<<" "<< PP(p0)<< " nc="
1943                         <<new_node_content<< " p2="<<(int)n0.param2<< " nl="
1944                         <<(int)new_node_level<<std::endl;
1945                         */
1946                         
1947                         n0.setContent(liquid_kind_flowing);
1948                         n0.setLevel(nodemgr, new_node_level);
1949                         // Find out whether there is a suspect for this action
1950                         std::string suspect;
1951                         if(m_gamedef->rollback()){
1952                                 suspect = m_gamedef->rollback()->getSuspect(p0, 83, 1);
1953                         }
1954
1955                         if(!suspect.empty()){
1956                                 // Blame suspect
1957                                 RollbackScopeActor rollback_scope(m_gamedef->rollback(), suspect, true);
1958                                 // Get old node for rollback
1959                                 RollbackNode rollback_oldnode(this, p0, m_gamedef);
1960                                 // Set node
1961                                 setNode(p0, n0);
1962                                 // Report
1963                                 RollbackNode rollback_newnode(this, p0, m_gamedef);
1964                                 RollbackAction action;
1965                                 action.setSetNode(p0, rollback_oldnode, rollback_newnode);
1966                                 m_gamedef->rollback()->reportAction(action);
1967                         } else {
1968                                 // Set node
1969                                 setNode(p0, n0);
1970                         }
1971
1972                         v3s16 blockpos = getNodeBlockPos(p0);
1973                         MapBlock *block = getBlockNoCreateNoEx(blockpos);
1974                         if(block != NULL) {
1975                                 modified_blocks[blockpos] = block;
1976                                 // If node emits light, MapBlock requires lighting update
1977                                 if(nodemgr->get(n0).light_source != 0)
1978                                         lighting_modified_blocks[block->getPos()] = block;
1979                         }
1980                         must_reflow.push_back(neighbors[i].p);
1981                 }
1982                 /* //for better relax  only same level
1983                 if (changed)  for (u16 ii = D_SELF + 1; ii < D_TOP; ++ii) {
1984                         if (!neighbors[ii].l) continue;
1985                         must_reflow.push_back(p0 + dirs[ii]);
1986                 }*/
1987         }
1988         /*
1989         if (loopcount)
1990                 infostream<<"Map::transformLiquids(): loopcount="<<loopcount
1991                 <<" reflow="<<must_reflow.size()
1992                 <<" queue="<< m_transforming_liquid.size()<<std::endl;
1993         */
1994         while (must_reflow.size() > 0)
1995                 m_transforming_liquid.push_back(must_reflow.pop_front());
1996         while (must_reflow_second.size() > 0)
1997                 m_transforming_liquid.push_back(must_reflow_second.pop_front());
1998         updateLighting(lighting_modified_blocks, modified_blocks);
1999 }
2000
2001 void Map::transformLiquids(std::map<v3s16, MapBlock*> & modified_blocks)
2002 {
2003
2004         if (g_settings->getBool("liquid_finite"))
2005                 return Map::transformLiquidsFinite(modified_blocks);
2006
2007         INodeDefManager *nodemgr = m_gamedef->ndef();
2008
2009         DSTACK(__FUNCTION_NAME);
2010         //TimeTaker timer("transformLiquids()");
2011
2012         u32 loopcount = 0;
2013         u32 initial_size = m_transforming_liquid.size();
2014
2015         /*if(initial_size != 0)
2016                 infostream<<"transformLiquids(): initial_size="<<initial_size<<std::endl;*/
2017
2018         // list of nodes that due to viscosity have not reached their max level height
2019         UniqueQueue<v3s16> must_reflow;
2020
2021         // List of MapBlocks that will require a lighting update (due to lava)
2022         std::map<v3s16, MapBlock*> lighting_modified_blocks;
2023
2024         u16 loop_max = g_settings->getU16("liquid_loop_max");
2025
2026         while(m_transforming_liquid.size() != 0)
2027         {
2028                 // This should be done here so that it is done when continue is used
2029                 if(loopcount >= initial_size || loopcount >= loop_max)
2030                         break;
2031                 loopcount++;
2032
2033                 /*
2034                         Get a queued transforming liquid node
2035                 */
2036                 v3s16 p0 = m_transforming_liquid.pop_front();
2037
2038                 MapNode n0 = getNodeNoEx(p0);
2039
2040                 /*
2041                         Collect information about current node
2042                  */
2043                 s8 liquid_level = -1;
2044                 content_t liquid_kind = CONTENT_IGNORE;
2045                 LiquidType liquid_type = nodemgr->get(n0).liquid_type;
2046                 switch (liquid_type) {
2047                         case LIQUID_SOURCE:
2048                                 liquid_level = LIQUID_LEVEL_SOURCE;
2049                                 liquid_kind = nodemgr->getId(nodemgr->get(n0).liquid_alternative_flowing);
2050                                 break;
2051                         case LIQUID_FLOWING:
2052                                 liquid_level = (n0.param2 & LIQUID_LEVEL_MASK);
2053                                 liquid_kind = n0.getContent();
2054                                 break;
2055                         case LIQUID_NONE:
2056                                 // if this is an air node, it *could* be transformed into a liquid. otherwise,
2057                                 // continue with the next node.
2058                                 if (n0.getContent() != CONTENT_AIR)
2059                                         continue;
2060                                 liquid_kind = CONTENT_AIR;
2061                                 break;
2062                 }
2063
2064                 /*
2065                         Collect information about the environment
2066                  */
2067                 const v3s16 *dirs = g_6dirs;
2068                 NodeNeighbor sources[6]; // surrounding sources
2069                 int num_sources = 0;
2070                 NodeNeighbor flows[6]; // surrounding flowing liquid nodes
2071                 int num_flows = 0;
2072                 NodeNeighbor airs[6]; // surrounding air
2073                 int num_airs = 0;
2074                 NodeNeighbor neutrals[6]; // nodes that are solid or another kind of liquid
2075                 int num_neutrals = 0;
2076                 bool flowing_down = false;
2077                 for (u16 i = 0; i < 6; i++) {
2078                         NeighborType nt = NEIGHBOR_SAME_LEVEL;
2079                         switch (i) {
2080                                 case 1:
2081                                         nt = NEIGHBOR_UPPER;
2082                                         break;
2083                                 case 4:
2084                                         nt = NEIGHBOR_LOWER;
2085                                         break;
2086                         }
2087                         v3s16 npos = p0 + dirs[i];
2088                         NodeNeighbor nb = {getNodeNoEx(npos), nt, npos};
2089                         switch (nodemgr->get(nb.n.getContent()).liquid_type) {
2090                                 case LIQUID_NONE:
2091                                         if (nb.n.getContent() == CONTENT_AIR) {
2092                                                 airs[num_airs++] = nb;
2093                                                 // if the current node is a water source the neighbor
2094                                                 // should be enqueded for transformation regardless of whether the
2095                                                 // current node changes or not.
2096                                                 if (nb.t != NEIGHBOR_UPPER && liquid_type != LIQUID_NONE)
2097                                                         m_transforming_liquid.push_back(npos);
2098                                                 // if the current node happens to be a flowing node, it will start to flow down here.
2099                                                 if (nb.t == NEIGHBOR_LOWER) {
2100                                                         flowing_down = true;
2101                                                 }
2102                                         } else {
2103                                                 neutrals[num_neutrals++] = nb;
2104                                         }
2105                                         break;
2106                                 case LIQUID_SOURCE:
2107                                         // if this node is not (yet) of a liquid type, choose the first liquid type we encounter
2108                                         if (liquid_kind == CONTENT_AIR)
2109                                                 liquid_kind = nodemgr->getId(nodemgr->get(nb.n).liquid_alternative_flowing);
2110                                         if (nodemgr->getId(nodemgr->get(nb.n).liquid_alternative_flowing) != liquid_kind) {
2111                                                 neutrals[num_neutrals++] = nb;
2112                                         } else {
2113                                                 // Do not count bottom source, it will screw things up
2114                                                 if(dirs[i].Y != -1)
2115                                                         sources[num_sources++] = nb;
2116                                         }
2117                                         break;
2118                                 case LIQUID_FLOWING:
2119                                         // if this node is not (yet) of a liquid type, choose the first liquid type we encounter
2120                                         if (liquid_kind == CONTENT_AIR)
2121                                                 liquid_kind = nodemgr->getId(nodemgr->get(nb.n).liquid_alternative_flowing);
2122                                         if (nodemgr->getId(nodemgr->get(nb.n).liquid_alternative_flowing) != liquid_kind) {
2123                                                 neutrals[num_neutrals++] = nb;
2124                                         } else {
2125                                                 flows[num_flows++] = nb;
2126                                                 if (nb.t == NEIGHBOR_LOWER)
2127                                                         flowing_down = true;
2128                                         }
2129                                         break;
2130                         }
2131                 }
2132
2133                 /*
2134                         decide on the type (and possibly level) of the current node
2135                  */
2136                 content_t new_node_content;
2137                 s8 new_node_level = -1;
2138                 s8 max_node_level = -1;
2139                 u8 range = rangelim(nodemgr->get(liquid_kind).liquid_range, 0, LIQUID_LEVEL_MAX+1);
2140                 if ((num_sources >= 2 && nodemgr->get(liquid_kind).liquid_renewable) || liquid_type == LIQUID_SOURCE) {
2141                         // liquid_kind will be set to either the flowing alternative of the node (if it's a liquid)
2142                         // or the flowing alternative of the first of the surrounding sources (if it's air), so
2143                         // it's perfectly safe to use liquid_kind here to determine the new node content.
2144                         new_node_content = nodemgr->getId(nodemgr->get(liquid_kind).liquid_alternative_source);
2145                 } else if (num_sources >= 1 && sources[0].t != NEIGHBOR_LOWER) {
2146                         // liquid_kind is set properly, see above
2147                         new_node_content = liquid_kind;
2148                         max_node_level = new_node_level = LIQUID_LEVEL_MAX;
2149                         if (new_node_level < (LIQUID_LEVEL_MAX+1-range))
2150                                 new_node_content = CONTENT_AIR;
2151                 } else {
2152                         // no surrounding sources, so get the maximum level that can flow into this node
2153                         for (u16 i = 0; i < num_flows; i++) {
2154                                 u8 nb_liquid_level = (flows[i].n.param2 & LIQUID_LEVEL_MASK);
2155                                 switch (flows[i].t) {
2156                                         case NEIGHBOR_UPPER:
2157                                                 if (nb_liquid_level + WATER_DROP_BOOST > max_node_level) {
2158                                                         max_node_level = LIQUID_LEVEL_MAX;
2159                                                         if (nb_liquid_level + WATER_DROP_BOOST < LIQUID_LEVEL_MAX)
2160                                                                 max_node_level = nb_liquid_level + WATER_DROP_BOOST;
2161                                                 } else if (nb_liquid_level > max_node_level)
2162                                                         max_node_level = nb_liquid_level;
2163                                                 break;
2164                                         case NEIGHBOR_LOWER:
2165                                                 break;
2166                                         case NEIGHBOR_SAME_LEVEL:
2167                                                 if ((flows[i].n.param2 & LIQUID_FLOW_DOWN_MASK) != LIQUID_FLOW_DOWN_MASK &&
2168                                                         nb_liquid_level > 0 && nb_liquid_level - 1 > max_node_level) {
2169                                                         max_node_level = nb_liquid_level - 1;
2170                                                 }
2171                                                 break;
2172                                 }
2173                         }
2174
2175                         u8 viscosity = nodemgr->get(liquid_kind).liquid_viscosity;
2176                         if (viscosity > 1 && max_node_level != liquid_level) {
2177                                 // amount to gain, limited by viscosity
2178                                 // must be at least 1 in absolute value
2179                                 s8 level_inc = max_node_level - liquid_level;
2180                                 if (level_inc < -viscosity || level_inc > viscosity)
2181                                         new_node_level = liquid_level + level_inc/viscosity;
2182                                 else if (level_inc < 0)
2183                                         new_node_level = liquid_level - 1;
2184                                 else if (level_inc > 0)
2185                                         new_node_level = liquid_level + 1;
2186                                 if (new_node_level != max_node_level)
2187                                         must_reflow.push_back(p0);
2188                         } else
2189                                 new_node_level = max_node_level;
2190
2191                         if (max_node_level >= (LIQUID_LEVEL_MAX+1-range))
2192                                 new_node_content = liquid_kind;
2193                         else
2194                                 new_node_content = CONTENT_AIR;
2195
2196                 }
2197
2198                 /*
2199                         check if anything has changed. if not, just continue with the next node.
2200                  */
2201                 if (new_node_content == n0.getContent() && (nodemgr->get(n0.getContent()).liquid_type != LIQUID_FLOWING ||
2202                                                                                  ((n0.param2 & LIQUID_LEVEL_MASK) == (u8)new_node_level &&
2203                                                                                  ((n0.param2 & LIQUID_FLOW_DOWN_MASK) == LIQUID_FLOW_DOWN_MASK)
2204                                                                                  == flowing_down)))
2205                         continue;
2206
2207
2208                 /*
2209                         update the current node
2210                  */
2211                 MapNode n00 = n0;
2212                 //bool flow_down_enabled = (flowing_down && ((n0.param2 & LIQUID_FLOW_DOWN_MASK) != LIQUID_FLOW_DOWN_MASK));
2213                 if (nodemgr->get(new_node_content).liquid_type == LIQUID_FLOWING) {
2214                         // set level to last 3 bits, flowing down bit to 4th bit
2215                         n0.param2 = (flowing_down ? LIQUID_FLOW_DOWN_MASK : 0x00) | (new_node_level & LIQUID_LEVEL_MASK);
2216                 } else {
2217                         // set the liquid level and flow bit to 0
2218                         n0.param2 = ~(LIQUID_LEVEL_MASK | LIQUID_FLOW_DOWN_MASK);
2219                 }
2220                 n0.setContent(new_node_content);
2221
2222                 // Find out whether there is a suspect for this action
2223                 std::string suspect;
2224                 if(m_gamedef->rollback()){
2225                         suspect = m_gamedef->rollback()->getSuspect(p0, 83, 1);
2226                 }
2227
2228                 if(!suspect.empty()){
2229                         // Blame suspect
2230                         RollbackScopeActor rollback_scope(m_gamedef->rollback(), suspect, true);
2231                         // Get old node for rollback
2232                         RollbackNode rollback_oldnode(this, p0, m_gamedef);
2233                         // Set node
2234                         setNode(p0, n0);
2235                         // Report
2236                         RollbackNode rollback_newnode(this, p0, m_gamedef);
2237                         RollbackAction action;
2238                         action.setSetNode(p0, rollback_oldnode, rollback_newnode);
2239                         m_gamedef->rollback()->reportAction(action);
2240                 } else {
2241                         // Set node
2242                         setNode(p0, n0);
2243                 }
2244
2245                 v3s16 blockpos = getNodeBlockPos(p0);
2246                 MapBlock *block = getBlockNoCreateNoEx(blockpos);
2247                 if(block != NULL) {
2248                         modified_blocks[blockpos] =  block;
2249                         // If new or old node emits light, MapBlock requires lighting update
2250                         if(nodemgr->get(n0).light_source != 0 ||
2251                                         nodemgr->get(n00).light_source != 0)
2252                                 lighting_modified_blocks[block->getPos()] = block;
2253                 }
2254
2255                 /*
2256                         enqueue neighbors for update if neccessary
2257                  */
2258                 switch (nodemgr->get(n0.getContent()).liquid_type) {
2259                         case LIQUID_SOURCE:
2260                         case LIQUID_FLOWING:
2261                                 // make sure source flows into all neighboring nodes
2262                                 for (u16 i = 0; i < num_flows; i++)
2263                                         if (flows[i].t != NEIGHBOR_UPPER)
2264                                                 m_transforming_liquid.push_back(flows[i].p);
2265                                 for (u16 i = 0; i < num_airs; i++)
2266                                         if (airs[i].t != NEIGHBOR_UPPER)
2267                                                 m_transforming_liquid.push_back(airs[i].p);
2268                                 break;
2269                         case LIQUID_NONE:
2270                                 // this flow has turned to air; neighboring flows might need to do the same
2271                                 for (u16 i = 0; i < num_flows; i++)
2272                                         m_transforming_liquid.push_back(flows[i].p);
2273                                 break;
2274                 }
2275         }
2276         //infostream<<"Map::transformLiquids(): loopcount="<<loopcount<<std::endl;
2277         while (must_reflow.size() > 0)
2278                 m_transforming_liquid.push_back(must_reflow.pop_front());
2279         updateLighting(lighting_modified_blocks, modified_blocks);
2280 }
2281
2282 NodeMetadata *Map::getNodeMetadata(v3s16 p)
2283 {
2284         v3s16 blockpos = getNodeBlockPos(p);
2285         v3s16 p_rel = p - blockpos*MAP_BLOCKSIZE;
2286         MapBlock *block = getBlockNoCreateNoEx(blockpos);
2287         if(!block){
2288                 infostream<<"Map::getNodeMetadata(): Need to emerge "
2289                                 <<PP(blockpos)<<std::endl;
2290                 block = emergeBlock(blockpos, false);
2291         }
2292         if(!block){
2293                 infostream<<"WARNING: Map::getNodeMetadata(): Block not found"
2294                                 <<std::endl;
2295                 return NULL;
2296         }
2297         NodeMetadata *meta = block->m_node_metadata.get(p_rel);
2298         return meta;
2299 }
2300
2301 bool Map::setNodeMetadata(v3s16 p, NodeMetadata *meta)
2302 {
2303         v3s16 blockpos = getNodeBlockPos(p);
2304         v3s16 p_rel = p - blockpos*MAP_BLOCKSIZE;
2305         MapBlock *block = getBlockNoCreateNoEx(blockpos);
2306         if(!block){
2307                 infostream<<"Map::setNodeMetadata(): Need to emerge "
2308                                 <<PP(blockpos)<<std::endl;
2309                 block = emergeBlock(blockpos, false);
2310         }
2311         if(!block){
2312                 infostream<<"WARNING: Map::setNodeMetadata(): Block not found"
2313                                 <<std::endl;
2314                 return false;
2315         }
2316         block->m_node_metadata.set(p_rel, meta);
2317         return true;
2318 }
2319
2320 void Map::removeNodeMetadata(v3s16 p)
2321 {
2322         v3s16 blockpos = getNodeBlockPos(p);
2323         v3s16 p_rel = p - blockpos*MAP_BLOCKSIZE;
2324         MapBlock *block = getBlockNoCreateNoEx(blockpos);
2325         if(block == NULL)
2326         {
2327                 infostream<<"WARNING: Map::removeNodeMetadata(): Block not found"
2328                                 <<std::endl;
2329                 return;
2330         }
2331         block->m_node_metadata.remove(p_rel);
2332 }
2333
2334 NodeTimer Map::getNodeTimer(v3s16 p)
2335 {
2336         v3s16 blockpos = getNodeBlockPos(p);
2337         v3s16 p_rel = p - blockpos*MAP_BLOCKSIZE;
2338         MapBlock *block = getBlockNoCreateNoEx(blockpos);
2339         if(!block){
2340                 infostream<<"Map::getNodeTimer(): Need to emerge "
2341                                 <<PP(blockpos)<<std::endl;
2342                 block = emergeBlock(blockpos, false);
2343         }
2344         if(!block){
2345                 infostream<<"WARNING: Map::getNodeTimer(): Block not found"
2346                                 <<std::endl;
2347                 return NodeTimer();
2348         }
2349         NodeTimer t = block->m_node_timers.get(p_rel);
2350         return t;
2351 }
2352
2353 void Map::setNodeTimer(v3s16 p, NodeTimer t)
2354 {
2355         v3s16 blockpos = getNodeBlockPos(p);
2356         v3s16 p_rel = p - blockpos*MAP_BLOCKSIZE;
2357         MapBlock *block = getBlockNoCreateNoEx(blockpos);
2358         if(!block){
2359                 infostream<<"Map::setNodeTimer(): Need to emerge "
2360                                 <<PP(blockpos)<<std::endl;
2361                 block = emergeBlock(blockpos, false);
2362         }
2363         if(!block){
2364                 infostream<<"WARNING: Map::setNodeTimer(): Block not found"
2365                                 <<std::endl;
2366                 return;
2367         }
2368         block->m_node_timers.set(p_rel, t);
2369 }
2370
2371 void Map::removeNodeTimer(v3s16 p)
2372 {
2373         v3s16 blockpos = getNodeBlockPos(p);
2374         v3s16 p_rel = p - blockpos*MAP_BLOCKSIZE;
2375         MapBlock *block = getBlockNoCreateNoEx(blockpos);
2376         if(block == NULL)
2377         {
2378                 infostream<<"WARNING: Map::removeNodeTimer(): Block not found"
2379                                 <<std::endl;
2380                 return;
2381         }
2382         block->m_node_timers.remove(p_rel);
2383 }
2384
2385 s16 Map::getHeat(v3s16 p)
2386 {
2387         MapBlock *block = getBlockNoCreateNoEx(getNodeBlockPos(p));
2388         if(block != NULL) {
2389                 return block->heat;
2390         }
2391         //errorstream << "No heat for " << p.X<<"," << p.Z << std::endl;
2392         return 0;
2393 }
2394
2395 s16 Map::getHumidity(v3s16 p)
2396 {
2397         MapBlock *block = getBlockNoCreateNoEx(getNodeBlockPos(p));
2398         if(block != NULL) {
2399                 return block->humidity;
2400         }
2401         //errorstream << "No humidity for " << p.X<<"," << p.Z << std::endl;
2402         return 0;
2403 }
2404
2405 /*
2406         ServerMap
2407 */
2408 ServerMap::ServerMap(std::string savedir, IGameDef *gamedef, EmergeManager *emerge):
2409         Map(dout_server, gamedef),
2410         m_seed(0),
2411         m_map_metadata_changed(true)
2412 {
2413         verbosestream<<__FUNCTION_NAME<<std::endl;
2414
2415         m_emerge = emerge;
2416         m_mgparams = m_emerge->getParamsFromSettings(g_settings);
2417         if (!m_mgparams)
2418                 m_mgparams = new MapgenV6Params();
2419
2420         m_seed = m_mgparams->seed;
2421
2422         if (g_settings->get("fixed_map_seed").empty())
2423         {
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;
2429         }
2430
2431         /*
2432                 Experimental and debug stuff
2433         */
2434
2435         {
2436         }
2437
2438         /*
2439                 Try to load map; if not found, create a new one.
2440         */
2441
2442         // Determine which database backend to use
2443         std::string conf_path = savedir + DIR_DELIM + "world.mt";
2444         Settings conf;
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");
2450         } else {
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);
2456                 #if USE_LEVELDB
2457                 else if (backend == "leveldb")
2458                         dbase = new Database_LevelDB(this, savedir);
2459                 #endif
2460                 else
2461                         throw BaseException("Unknown map backend");
2462         }
2463
2464         m_savedir = savedir;
2465         m_map_saving_enabled = false;
2466
2467         try
2468         {
2469                 // If directory exists, check contents and load if possible
2470                 if(fs::PathExists(m_savedir))
2471                 {
2472                         // If directory is empty, it is safe to save into it.
2473                         if(fs::GetDirListing(m_savedir).size() == 0)
2474                         {
2475                                 infostream<<"ServerMap: Empty save directory is valid."
2476                                                 <<std::endl;
2477                                 m_map_saving_enabled = true;
2478                         }
2479                         else
2480                         {
2481                                 try{
2482                                         // Load map metadata (seed, chunksize)
2483                                         loadMapMeta();
2484                                 }
2485                                 catch(SettingNotFoundException &e){
2486                                         infostream<<"ServerMap:  Some metadata not found."
2487                                                           <<" Using default settings."<<std::endl;
2488                                 }
2489                                 catch(FileNotGoodException &e){
2490                                         infostream<<"WARNING: Could not load map metadata"
2491                                                         //<<" Disabling chunk-based generator."
2492                                                         <<std::endl;
2493                                         //m_chunksize = 0;
2494                                 }
2495
2496                                 infostream<<"ServerMap: Successfully loaded map "
2497                                                 <<"metadata from "<<savedir
2498                                                 <<", assuming valid save directory."
2499                                                 <<" seed="<<m_seed<<"."
2500                                                 <<std::endl;
2501
2502                                 m_map_saving_enabled = true;
2503                                 // Map loaded, not creating new one
2504                                 return;
2505                         }
2506                 }
2507                 // If directory doesn't exist, it is safe to save to it
2508                 else{
2509                         m_map_saving_enabled = true;
2510                 }
2511         }
2512         catch(std::exception &e)
2513         {
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;
2518         }
2519
2520         infostream<<"Initializing new map."<<std::endl;
2521
2522         // Create zero sector
2523         emergeSector(v2s16(0,0));
2524
2525         // Initially write whole map
2526         save(MOD_STATE_CLEAN);
2527 }
2528
2529 ServerMap::~ServerMap()
2530 {
2531         verbosestream<<__FUNCTION_NAME<<std::endl;
2532
2533         try
2534         {
2535                 if(m_map_saving_enabled)
2536                 {
2537                         // Save only changed parts
2538                         save(MOD_STATE_WRITE_AT_UNLOAD);
2539                         infostream<<"ServerMap: Saved map to "<<m_savedir<<std::endl;
2540                 }
2541                 else
2542                 {
2543                         infostream<<"ServerMap: Map not saved"<<std::endl;
2544                 }
2545         }
2546         catch(std::exception &e)
2547         {
2548                 infostream<<"ServerMap: Failed to save map to "<<m_savedir
2549                                 <<", exception: "<<e.what()<<std::endl;
2550         }
2551
2552         /*
2553                 Close database if it was opened
2554         */
2555         delete(dbase);
2556
2557 #if 0
2558         /*
2559                 Free all MapChunks
2560         */
2561         core::map<v2s16, MapChunk*>::Iterator i = m_chunks.getIterator();
2562         for(; i.atEnd() == false; i++)
2563         {
2564                 MapChunk *chunk = i.getNode()->getValue();
2565                 delete chunk;
2566         }
2567 #endif
2568
2569         delete m_mgparams;
2570 }
2571
2572 bool ServerMap::initBlockMake(BlockMakeData *data, v3s16 blockpos)
2573 {
2574         bool enable_mapgen_debug_info = m_emerge->mapgen_debug_info;
2575         EMERGE_DBG_OUT("initBlockMake(): " PP(blockpos) " - " PP(blockpos));
2576
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;
2585
2586         v3s16 extra_borders(1,1,1);
2587
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))
2591                 return false;
2592
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();
2598
2599         /*
2600                 Create the whole area of this and the neighboring blocks
2601         */
2602         {
2603                 //TimeTaker timer("initBlockMake() create area");
2604
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++)
2609                 {
2610                         v2s16 sectorpos(x, z);
2611                         // Sector metadata is loaded from disk if not already loaded.
2612                         ServerMapSector *sector = createSector(sectorpos);
2613                         assert(sector);
2614
2615                         for(s16 y=blockpos_min.Y-extra_borders.Y;
2616                                         y<=blockpos_max.Y+extra_borders.Y; y++)
2617                         {
2618                                 v3s16 p(x,y,z);
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
2623                                 if(block == NULL)
2624                                 {
2625                                         block = createBlock(p);
2626
2627                                         /*
2628                                                 Block gets sunlight if this is true.
2629
2630                                                 Refer to the map generator heuristics.
2631                                         */
2632                                         bool ug = m_emerge->isBlockUnderground(p);
2633                                         block->setIsUnderground(ug);
2634                                 }
2635
2636                                 // Lighting will not be valid after make_chunk is called
2637                                 block->setLightingExpired(true);
2638                                 // Lighting will be calculated
2639                                 //block->setLightingExpired(false);
2640                         }
2641                 }
2642         }
2643
2644         /*
2645                 Now we have a big empty area.
2646
2647                 Make a ManualMapVoxelManipulator that contains this and the
2648                 neighboring blocks
2649         */
2650
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;
2654
2655         data->vmanip = new ManualMapVoxelManipulator(this);
2656         //data->vmanip->setMap(this);
2657
2658         // Add the area
2659         {
2660                 //TimeTaker timer("initBlockMake() initialEmerge");
2661                 data->vmanip->initialEmerge(bigarea_blocks_min, bigarea_blocks_max, false);
2662         }
2663         
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));
2670                                 if (n == NULL)
2671                                         continue;
2672                                 u8 flags = n->getValue();
2673                                 flags &= ~VMANIP_BLOCK_CONTAINS_CIGNORE;
2674                                 n->setValue(flags);
2675                         }
2676                 }
2677         }*/
2678
2679         // Data is ready now.
2680         return true;
2681 }
2682
2683 MapBlock* ServerMap::finishBlockMake(BlockMakeData *data,
2684                 std::map<v3s16, MapBlock*> &changed_blocks)
2685 {
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;*/
2692
2693         v3s16 extra_borders(1,1,1);
2694
2695         bool enable_mapgen_debug_info = m_emerge->mapgen_debug_info;
2696
2697         /*infostream<<"Resulting vmanip:"<<std::endl;
2698         data->vmanip.print(infostream);*/
2699
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++)
2707         {
2708                 v3s16 p(x, y, z);
2709                 // Load from disk if not already in memory
2710                 emergeBlock(p, false);
2711         }
2712
2713         /*
2714                 Blit generated stuff to map
2715                 NOTE: blitBackAll adds nearly everything to changed_blocks
2716         */
2717         {
2718                 // 70ms @cs=8
2719                 //TimeTaker timer("finishBlockMake() blitBackAll");
2720                 data->vmanip->blitBackAll(&changed_blocks);
2721         }
2722
2723         EMERGE_DBG_OUT("finishBlockMake: changed_blocks.size()=" << changed_blocks.size());
2724
2725         /*
2726                 Copy transforming liquid information
2727         */
2728         while(data->transforming_liquid.size() > 0)
2729         {
2730                 v3s16 p = data->transforming_liquid.pop_front();
2731                 m_transforming_liquid.push_back(p);
2732         }
2733
2734         /*
2735                 Do stuff in central blocks
2736         */
2737
2738         /*
2739                 Update lighting
2740         */
2741         {
2742 #if 0
2743                 TimeTaker t("finishBlockMake lighting update");
2744
2745                 core::map<v3s16, MapBlock*> lighting_update_blocks;
2746
2747                 // Center 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++)
2754                 {
2755                         v3s16 p(x, y, z);
2756                         MapBlock *block = getBlockNoCreateNoEx(p);
2757                         assert(block);
2758                         lighting_update_blocks.insert(block->getPos(), block);
2759                 }
2760
2761                 updateLighting(lighting_update_blocks, changed_blocks);
2762 #endif
2763
2764                 /*
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.
2768                 */
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++)
2775                 {
2776                         v3s16 p(x, y, z);
2777                         getBlockNoCreateNoEx(p)->setLightingExpired(false);
2778                 }
2779
2780 #if 0
2781                 if(enable_mapgen_debug_info == false)
2782                         t.stop(true); // Hide output
2783 #endif
2784         }
2785
2786         /*
2787                 Go through changed blocks
2788         */
2789         for(std::map<v3s16, MapBlock*>::iterator i = changed_blocks.begin();
2790                         i != changed_blocks.end(); ++i)
2791         {
2792                 MapBlock *block = i->second;
2793                 assert(block);
2794                 /*
2795                         Update day/night difference cache of the MapBlocks
2796                 */
2797                 block->expireDayNightDiff();
2798                 /*
2799                         Set block as modified
2800                 */
2801                 block->raiseModified(MOD_STATE_WRITE_NEEDED,
2802                                 "finishBlockMake expireDayNightDiff");
2803         }
2804
2805         /*
2806                 Set central blocks as generated
2807         */
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++)
2811         {
2812                 v3s16 p(x, y, z);
2813                 MapBlock *block = getBlockNoCreateNoEx(p);
2814                 assert(block);
2815                 block->setGenerated(true);
2816         }
2817
2818         /*
2819                 Save changed parts of map
2820                 NOTE: Will be saved later.
2821         */
2822         //save(MOD_STATE_WRITE_AT_UNLOAD);
2823
2824         /*infostream<<"finishBlockMake() done for ("<<blockpos_requested.X
2825                         <<","<<blockpos_requested.Y<<","
2826                         <<blockpos_requested.Z<<")"<<std::endl;*/
2827                         
2828         /*
2829                 Update weather data in blocks
2830         */
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++)
2838         {
2839                 v3s16 p(x, y, z);
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);
2846                 } else {
2847                         block->heat     = HEAT_UNDEFINED;
2848                         block->humidity = HUMIDITY_UNDEFINED;
2849                 }
2850         }
2851         
2852 #if 0
2853         if(enable_mapgen_debug_info)
2854         {
2855                 /*
2856                         Analyze resulting blocks
2857                 */
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++)
2864                 {
2865                         v3s16 p = v3s16(x,y,z);
2866                         MapBlock *block = getBlockNoCreateNoEx(p);
2867                         char spos[20];
2868                         snprintf(spos, 20, "(%2d,%2d,%2d)", x, y, z);
2869                         infostream<<"Generated "<<spos<<": "
2870                                         <<analyze_block(block)<<std::endl;
2871                 }
2872         }
2873 #endif
2874
2875         MapBlock *block = getBlockNoCreateNoEx(blockpos_requested);
2876         assert(block);
2877
2878         return block;
2879 }
2880
2881 ServerMapSector * ServerMap::createSector(v2s16 p2d)
2882 {
2883         DSTACKF("%s: p2d=(%d,%d)",
2884                         __FUNCTION_NAME,
2885                         p2d.X, p2d.Y);
2886
2887         /*
2888                 Check if it exists already in memory
2889         */
2890         ServerMapSector *sector = (ServerMapSector*)getSectorNoGenerateNoEx(p2d);
2891         if(sector != NULL)
2892                 return sector;
2893
2894         /*
2895                 Try to load it from disk (with blocks)
2896         */
2897         //if(loadSectorFull(p2d) == true)
2898
2899         /*
2900                 Try to load metadata from disk
2901         */
2902 #if 0
2903         if(loadSectorMeta(p2d) == true)
2904         {
2905                 ServerMapSector *sector = (ServerMapSector*)getSectorNoGenerateNoEx(p2d);
2906                 if(sector == NULL)
2907                 {
2908                         infostream<<"ServerMap::createSector(): loadSectorFull didn't make a sector"<<std::endl;
2909                         throw InvalidPositionException("");
2910                 }
2911                 return sector;
2912         }
2913 #endif
2914         /*
2915                 Do not create over-limit
2916         */
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");
2922
2923         /*
2924                 Generate blank sector
2925         */
2926
2927         sector = new ServerMapSector(this, p2d, m_gamedef);
2928
2929         // Sector position on map in nodes
2930         //v2s16 nodepos2d = p2d * MAP_BLOCKSIZE;
2931
2932         /*
2933                 Insert to container
2934         */
2935         m_sectors[p2d] = sector;
2936
2937         return sector;
2938 }
2939
2940 #if 0
2941 /*
2942         This is a quick-hand function for calling makeBlock().
2943 */
2944 MapBlock * ServerMap::generateBlock(
2945                 v3s16 p,
2946                 std::map<v3s16, MapBlock*> &modified_blocks
2947 )
2948 {
2949         DSTACKF("%s: p=(%d,%d,%d)", __FUNCTION_NAME, p.X, p.Y, p.Z);
2950
2951         /*infostream<<"generateBlock(): "
2952                         <<"("<<p.X<<","<<p.Y<<","<<p.Z<<")"
2953                         <<std::endl;*/
2954
2955         bool enable_mapgen_debug_info = g_settings->getBool("enable_mapgen_debug_info");
2956
2957         TimeTaker timer("generateBlock");
2958
2959         //MapBlock *block = original_dummy;
2960
2961         v2s16 p2d(p.X, p.Z);
2962         v2s16 p2d_nodes = p2d * MAP_BLOCKSIZE;
2963
2964         /*
2965                 Do not generate over-limit
2966         */
2967         if(blockpos_over_limit(p))
2968         {
2969                 infostream<<__FUNCTION_NAME<<": Block position over limit"<<std::endl;
2970                 throw InvalidPositionException("generateBlock(): pos. over limit");
2971         }
2972
2973         /*
2974                 Create block make data
2975         */
2976         BlockMakeData data;
2977         initBlockMake(&data, p);
2978
2979         /*
2980                 Generate block
2981         */
2982         {
2983                 TimeTaker t("mapgen::make_block()");
2984                 mapgen->makeChunk(&data);
2985                 //mapgen::make_block(&data);
2986
2987                 if(enable_mapgen_debug_info == false)
2988                         t.stop(true); // Hide output
2989         }
2990
2991         /*
2992                 Blit data back on map, update lighting, add mobs and whatever this does
2993         */
2994         finishBlockMake(&data, modified_blocks);
2995
2996         /*
2997                 Get central block
2998         */
2999         MapBlock *block = getBlockNoCreateNoEx(p);
3000
3001 #if 0
3002         /*
3003                 Check result
3004         */
3005         if(block)
3006         {
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++)
3011                 {
3012                         v3s16 p(x0,y0,z0);
3013                         MapNode n = block->getNode(p);
3014                         if(n.getContent() == CONTENT_IGNORE)
3015                         {
3016                                 infostream<<"CONTENT_IGNORE at "
3017                                                 <<"("<<p.X<<","<<p.Y<<","<<p.Z<<")"
3018                                                 <<std::endl;
3019                                 erroneus_content = true;
3020                                 assert(0);
3021                         }
3022                 }
3023                 if(erroneus_content)
3024                 {
3025                         assert(0);
3026                 }
3027         }
3028 #endif
3029
3030 #if 0
3031         /*
3032                 Generate a completely empty block
3033         */
3034         if(block)
3035         {
3036                 for(s16 z0=0; z0<MAP_BLOCKSIZE; z0++)
3037                 for(s16 x0=0; x0<MAP_BLOCKSIZE; x0++)
3038                 {
3039                         for(s16 y0=0; y0<MAP_BLOCKSIZE; y0++)
3040                         {
3041                                 MapNode n;
3042                                 n.setContent(CONTENT_AIR);
3043                                 block->setNode(v3s16(x0,y0,z0), n);
3044                         }
3045                 }
3046         }
3047 #endif
3048
3049         if(enable_mapgen_debug_info == false)
3050                 timer.stop(true); // Hide output
3051
3052         return block;
3053 }
3054 #endif
3055
3056 MapBlock * ServerMap::createBlock(v3s16 p)
3057 {
3058         DSTACKF("%s: p=(%d,%d,%d)",
3059                         __FUNCTION_NAME, p.X, p.Y, p.Z);
3060
3061         /*
3062                 Do not create over-limit
3063         */
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");
3071
3072         v2s16 p2d(p.X, p.Z);
3073         s16 block_y = p.Y;
3074         /*
3075                 This will create or load a sector if not found in memory.
3076                 If block exists on disk, it will be loaded.
3077
3078                 NOTE: On old save formats, this will be slow, as it generates
3079                       lighting on blocks for them.
3080         */
3081         ServerMapSector *sector;
3082         try{
3083                 sector = (ServerMapSector*)createSector(p2d);
3084                 assert(sector->getId() == MAPSECTOR_SERVER);
3085         }
3086         catch(InvalidPositionException &e)
3087         {
3088                 infostream<<"createBlock: createSector() failed"<<std::endl;
3089                 throw e;
3090         }
3091         /*
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.
3095         */
3096         /*catch(std::exception &e)
3097         {
3098                 infostream<<"createBlock: createSector() failed: "
3099                                 <<e.what()<<std::endl;
3100                 throw e;
3101         }*/
3102
3103         /*
3104                 Try to get a block from the sector
3105         */
3106
3107         MapBlock *block = sector->getBlockNoCreateNoEx(block_y);
3108         if(block)
3109         {
3110                 if(block->isDummy())
3111                         block->unDummify();
3112                 return block;
3113         }
3114         // Create blank
3115         block = sector->createBlankBlock(block_y);
3116
3117         return block;
3118 }
3119
3120 MapBlock * ServerMap::emergeBlock(v3s16 p, bool create_blank)
3121 {
3122         DSTACKF("%s: p=(%d,%d,%d), create_blank=%d",
3123                         __FUNCTION_NAME,
3124                         p.X, p.Y, p.Z, create_blank);
3125
3126         {
3127                 MapBlock *block = getBlockNoCreateNoEx(p);
3128                 if(block && block->isDummy() == false)
3129                         return block;
3130         }
3131
3132         {
3133                 MapBlock *block = loadBlock(p);
3134                 if(block)
3135                         return block;
3136         }
3137
3138         if (create_blank) {
3139                 ServerMapSector *sector = createSector(v2s16(p.X, p.Z));
3140                 MapBlock *block = sector->createBlankBlock(p.Y);
3141
3142                 return block;
3143         }
3144         /*if(allow_generate)
3145         {
3146                 std::map<v3s16, MapBlock*> modified_blocks;
3147                 MapBlock *block = generateBlock(p, modified_blocks);
3148                 if(block)
3149                 {
3150                         MapEditEvent event;
3151                         event.type = MEET_OTHER;
3152                         event.p = p;
3153
3154                         // Copy modified_blocks to event
3155                         for(std::map<v3s16, MapBlock*>::iterator
3156                                         i = modified_blocks.begin();
3157                                         i != modified_blocks.end(); ++i)
3158                         {
3159                                 event.modified_blocks.insert(i->first);
3160                         }
3161
3162                         // Queue event
3163                         dispatchEvent(&event);
3164
3165                         return block;
3166                 }
3167         }*/
3168
3169         return NULL;
3170 }
3171
3172 void ServerMap::prepareBlock(MapBlock *block) {
3173         ServerEnvironment *senv = &((Server *)m_gamedef)->getEnv();
3174
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);
3182         } else {
3183                 block->heat     = HEAT_UNDEFINED;
3184                 block->humidity = HUMIDITY_UNDEFINED;
3185         }
3186 }
3187
3188 s16 ServerMap::findGroundLevel(v2s16 p2d)
3189 {
3190 #if 0
3191         /*
3192                 Uh, just do something random...
3193         */
3194         // Find existing map from top to down
3195         s16 max=63;
3196         s16 min=-64;
3197         v3s16 p(p2d.X, max, p2d.Y);
3198         for(; p.Y>min; p.Y--)
3199         {
3200                 MapNode n = getNodeNoEx(p);
3201                 if(n.getContent() != CONTENT_IGNORE)
3202                         break;
3203         }
3204         if(p.Y == min)
3205                 goto plan_b;
3206         // If this node is not air, go to plan b
3207         if(getNodeNoEx(p).getContent() != CONTENT_AIR)
3208                 goto plan_b;
3209         // Search existing walkable and return it
3210         for(; p.Y>min; p.Y--)
3211         {
3212                 MapNode n = getNodeNoEx(p);
3213                 if(content_walkable(n.d) && n.getContent() != CONTENT_IGNORE)
3214                         return p.Y;
3215         }
3216
3217         // Move to plan b
3218 plan_b:
3219 #endif
3220
3221         /*
3222                 Determine from map generator noise functions
3223         */
3224
3225         s16 level = m_emerge->getGroundLevelAtPoint(p2d);
3226         return level;
3227
3228         //double level = base_rock_level_2d(m_seed, p2d) + AVERAGE_MUD_AMOUNT;
3229         //return (s16)level;
3230 }
3231
3232 bool ServerMap::loadFromFolders() {
3233         if(!dbase->Initialized() && !fs::PathExists(m_savedir + DIR_DELIM + "map.sqlite")) // ?
3234                 return true;
3235         return false;
3236 }
3237
3238 void ServerMap::createDirs(std::string path)
3239 {
3240         if(fs::CreateAllDirs(path) == false)
3241         {
3242                 m_dout<<DTIME<<"ServerMap: Failed to create directory "
3243                                 <<"\""<<path<<"\""<<std::endl;
3244                 throw BaseException("ServerMap failed to create directory");
3245         }
3246 }
3247
3248 std::string ServerMap::getSectorDir(v2s16 pos, int layout)
3249 {
3250         char cc[9];
3251         switch(layout)
3252         {
3253                 case 1:
3254                         snprintf(cc, 9, "%.4x%.4x",
3255                                 (unsigned int)pos.X&0xffff,
3256                                 (unsigned int)pos.Y&0xffff);
3257
3258                         return m_savedir + DIR_DELIM + "sectors" + DIR_DELIM + cc;
3259                 case 2:
3260                         snprintf(cc, 9, "%.3x" DIR_DELIM "%.3x",
3261                                 (unsigned int)pos.X&0xfff,
3262                                 (unsigned int)pos.Y&0xfff);
3263
3264                         return m_savedir + DIR_DELIM + "sectors2" + DIR_DELIM + cc;
3265                 default:
3266                         assert(false);
3267         }
3268 }
3269
3270 v2s16 ServerMap::getSectorPos(std::string dirname)
3271 {
3272         unsigned int x, y;
3273         int r;
3274         std::string component;
3275         fs::RemoveLastPathComponent(dirname, &component, 1);
3276         if(component.size() == 8)
3277         {
3278                 // Old layout
3279                 r = sscanf(component.c_str(), "%4x%4x", &x, &y);
3280         }
3281         else if(component.size() == 3)
3282         {
3283                 // New layout
3284                 fs::RemoveLastPathComponent(dirname, &component, 2);
3285                 r = sscanf(component.c_str(), "%3x" DIR_DELIM "%3x", &x, &y);
3286                 // Sign-extend the 12 bit values up to 16 bits...
3287                 if(x&0x800) x|=0xF000;
3288                 if(y&0x800) y|=0xF000;
3289         }
3290         else
3291         {
3292                 assert(false);
3293         }
3294         assert(r == 2);
3295         v2s16 pos((s16)x, (s16)y);
3296         return pos;
3297 }
3298
3299 v3s16 ServerMap::getBlockPos(std::string sectordir, std::string blockfile)
3300 {
3301         v2s16 p2d = getSectorPos(sectordir);
3302
3303         if(blockfile.size() != 4){
3304                 throw InvalidFilenameException("Invalid block filename");
3305         }
3306         unsigned int y;
3307         int r = sscanf(blockfile.c_str(), "%4x", &y);
3308         if(r != 1)
3309                 throw InvalidFilenameException("Invalid block filename");
3310         return v3s16(p2d.X, y, p2d.Y);
3311 }
3312
3313 std::string ServerMap::getBlockFilename(v3s16 p)
3314 {
3315         char cc[5];
3316         snprintf(cc, 5, "%.4x", (unsigned int)p.Y&0xffff);
3317         return cc;
3318 }
3319
3320 void ServerMap::save(ModifiedState save_level)
3321 {
3322         DSTACK(__FUNCTION_NAME);
3323         if(m_map_saving_enabled == false)
3324         {
3325                 infostream<<"WARNING: Not saving map, saving disabled."<<std::endl;
3326                 return;
3327         }
3328
3329         if(save_level == MOD_STATE_CLEAN)
3330                 infostream<<"ServerMap: Saving whole map, this can take time."
3331                                 <<std::endl;
3332
3333         if(m_map_metadata_changed || save_level == MOD_STATE_CLEAN)
3334         {
3335                 saveMapMeta();
3336         }
3337
3338         // Profile modified reasons
3339         Profiler modprofiler;
3340
3341         u32 sector_meta_count = 0;
3342         u32 block_count = 0;
3343         u32 block_count_all = 0; // Number of blocks in memory
3344
3345         // Don't do anything with sqlite unless something is really saved
3346         bool save_started = false;
3347
3348         for(std::map<v2s16, MapSector*>::iterator i = m_sectors.begin();
3349                 i != m_sectors.end(); ++i)
3350         {
3351                 ServerMapSector *sector = (ServerMapSector*)i->second;
3352                 assert(sector->getId() == MAPSECTOR_SERVER);
3353
3354                 if(sector->differs_from_disk || save_level == MOD_STATE_CLEAN)
3355                 {
3356                         saveSectorMeta(sector);
3357                         sector_meta_count++;
3358                 }
3359                 std::list<MapBlock*> blocks;
3360                 sector->getBlocks(blocks);
3361
3362                 for(std::list<MapBlock*>::iterator j = blocks.begin();
3363                         j != blocks.end(); ++j)
3364                 {
3365                         MapBlock *block = *j;
3366
3367                         block_count_all++;
3368
3369                         if(block->getModified() >= (u32)save_level)
3370                         {
3371                                 // Lazy beginSave()
3372                                 if(!save_started){
3373                                         beginSave();
3374                                         save_started = true;
3375                                 }
3376
3377                                 modprofiler.add(block->getModifiedReason(), 1);
3378
3379                                 saveBlock(block);
3380                                 block_count++;
3381
3382                                 /*infostream<<"ServerMap: Written block ("
3383                                                 <<block->getPos().X<<","
3384                                                 <<block->getPos().Y<<","
3385                                                 <<block->getPos().Z<<")"
3386                                                 <<std::endl;*/
3387                         }
3388                 }
3389         }
3390         if(save_started)
3391                 endSave();
3392
3393         /*
3394                 Only print if something happened or saved whole map
3395         */
3396         if(save_level == MOD_STATE_CLEAN || sector_meta_count != 0
3397                         || block_count != 0)
3398         {
3399                 infostream<<"ServerMap: Written: "
3400                                 <<sector_meta_count<<" sector metadata files, "
3401                                 <<block_count<<" block files"
3402                                 <<", "<<block_count_all<<" blocks in memory."
3403                                 <<std::endl;
3404                 PrintInfo(infostream); // ServerMap/ClientMap:
3405                 infostream<<"Blocks modified by: "<<std::endl;
3406                 modprofiler.print(infostream);
3407         }
3408 }
3409
3410 void ServerMap::listAllLoadableBlocks(std::list<v3s16> &dst)
3411 {
3412         if(loadFromFolders()){
3413                 errorstream<<"Map::listAllLoadableBlocks(): Result will be missing "
3414                                 <<"all blocks that are stored in flat files"<<std::endl;
3415         }
3416         dbase->listAllLoadableBlocks(dst);
3417 }
3418
3419 void ServerMap::listAllLoadedBlocks(std::list<v3s16> &dst)
3420 {
3421         for(std::map<v2s16, MapSector*>::iterator si = m_sectors.begin();
3422                 si != m_sectors.end(); ++si)
3423         {
3424                 MapSector *sector = si->second;
3425
3426                 std::list<MapBlock*> blocks;
3427                 sector->getBlocks(blocks);
3428
3429                 for(std::list<MapBlock*>::iterator i = blocks.begin();
3430                                 i != blocks.end(); ++i)
3431                 {
3432                         MapBlock *block = (*i);
3433                         v3s16 p = block->getPos();
3434                         dst.push_back(p);
3435                 }
3436         }
3437 }
3438
3439 void ServerMap::saveMapMeta()
3440 {
3441         DSTACK(__FUNCTION_NAME);
3442
3443         /*infostream<<"ServerMap::saveMapMeta(): "
3444                         <<"seed="<<m_seed
3445                         <<std::endl;*/
3446
3447         createDirs(m_savedir);
3448
3449         std::string fullpath = m_savedir + DIR_DELIM + "map_meta.txt";
3450         std::ostringstream ss(std::ios_base::binary);
3451
3452         Settings params;
3453
3454         m_emerge->setParamsToSettings(&params);
3455         params.writeLines(ss);
3456
3457         ss<<"[end_of_params]\n";
3458
3459         if(!fs::safeWriteToFile(fullpath, ss.str()))
3460         {
3461                 infostream<<"ERROR: ServerMap::saveMapMeta(): "
3462                                 <<"could not write "<<fullpath<<std::endl;
3463                 throw FileNotGoodException("Cannot save chunk metadata");
3464         }
3465
3466         m_map_metadata_changed = false;
3467 }
3468
3469 void ServerMap::loadMapMeta()
3470 {
3471         DSTACK(__FUNCTION_NAME);
3472
3473         /*infostream<<"ServerMap::loadMapMeta(): Loading map metadata"
3474                         <<std::endl;*/
3475
3476         std::string fullpath = m_savedir + DIR_DELIM + "map_meta.txt";
3477         std::ifstream is(fullpath.c_str(), std::ios_base::binary);
3478         if(is.good() == false)
3479         {
3480                 infostream<<"ERROR: ServerMap::loadMapMeta(): "
3481                                 <<"could not open"<<fullpath<<std::endl;
3482                 throw FileNotGoodException("Cannot open map metadata");
3483         }
3484
3485         Settings params;
3486
3487         for(;;)
3488         {
3489                 if(is.eof())
3490                         throw SerializationError
3491                                         ("ServerMap::loadMapMeta(): [end_of_params] not found");
3492                 std::string line;
3493                 std::getline(is, line);
3494                 std::string trimmedline = trim(line);
3495                 if(trimmedline == "[end_of_params]")
3496                         break;
3497                 params.parseConfigLine(line);
3498         }
3499         
3500         MapgenParams *mgparams;
3501         try {
3502                 mgparams = m_emerge->getParamsFromSettings(&params);
3503         } catch (SettingNotFoundException &e) {
3504                 infostream << "Couldn't get a setting from map_meta.txt: "
3505                                    << e.what() << std::endl;
3506                 mgparams = NULL;
3507         }
3508         
3509         if (mgparams) {
3510                 if (m_mgparams)
3511                         delete m_mgparams;
3512                 m_mgparams = mgparams;
3513                 m_seed = mgparams->seed;
3514         } else {
3515                 if (params.exists("seed")) {
3516                         m_seed = read_seed(params.get("seed").c_str());
3517                         m_mgparams->seed = m_seed;
3518                 }
3519         }
3520
3521         verbosestream<<"ServerMap::loadMapMeta(): "<<"seed="<<m_seed<<std::endl;
3522 }
3523
3524 void ServerMap::saveSectorMeta(ServerMapSector *sector)
3525 {
3526         DSTACK(__FUNCTION_NAME);
3527         // Format used for writing
3528         u8 version = SER_FMT_VER_HIGHEST_WRITE;
3529         // Get destination
3530         v2s16 pos = sector->getPos();
3531         std::string dir = getSectorDir(pos);
3532         createDirs(dir);
3533
3534         std::string fullpath = dir + DIR_DELIM + "meta";
3535         std::ostringstream ss(std::ios_base::binary);
3536
3537         sector->serialize(ss, version);
3538
3539         if(!fs::safeWriteToFile(fullpath, ss.str()))
3540                 throw FileNotGoodException("Cannot write sector metafile");
3541
3542         sector->differs_from_disk = false;
3543 }
3544
3545 MapSector* ServerMap::loadSectorMeta(std::string sectordir, bool save_after_load)
3546 {
3547         DSTACK(__FUNCTION_NAME);
3548         // Get destination
3549         v2s16 p2d = getSectorPos(sectordir);
3550
3551         ServerMapSector *sector = NULL;
3552
3553         std::string fullpath = sectordir + DIR_DELIM + "meta";
3554         std::ifstream is(fullpath.c_str(), std::ios_base::binary);
3555         if(is.good() == false)
3556         {
3557                 // If the directory exists anyway, it probably is in some old
3558                 // format. Just go ahead and create the sector.
3559                 if(fs::PathExists(sectordir))
3560                 {
3561                         /*infostream<<"ServerMap::loadSectorMeta(): Sector metafile "
3562                                         <<fullpath<<" doesn't exist but directory does."
3563                                         <<" Continuing with a sector with no metadata."
3564                                         <<std::endl;*/
3565                         sector = new ServerMapSector(this, p2d, m_gamedef);
3566                         m_sectors[p2d] = sector;
3567                 }
3568                 else
3569                 {
3570                         throw FileNotGoodException("Cannot open sector metafile");
3571                 }
3572         }
3573         else
3574         {
3575                 sector = ServerMapSector::deSerialize
3576                                 (is, this, p2d, m_sectors, m_gamedef);
3577                 if(save_after_load)
3578                         saveSectorMeta(sector);
3579         }
3580
3581         sector->differs_from_disk = false;
3582
3583         return sector;
3584 }
3585
3586 bool ServerMap::loadSectorMeta(v2s16 p2d)
3587 {
3588         DSTACK(__FUNCTION_NAME);
3589
3590         MapSector *sector = NULL;
3591
3592         // The directory layout we're going to load from.
3593         //  1 - original sectors/xxxxzzzz/
3594         //  2 - new sectors2/xxx/zzz/
3595         //  If we load from anything but the latest structure, we will
3596         //  immediately save to the new one, and remove the old.
3597         int loadlayout = 1;
3598         std::string sectordir1 = getSectorDir(p2d, 1);
3599         std::string sectordir;
3600         if(fs::PathExists(sectordir1))
3601         {
3602                 sectordir = sectordir1;
3603         }
3604         else
3605         {
3606                 loadlayout = 2;
3607                 sectordir = getSectorDir(p2d, 2);
3608         }
3609
3610         try{
3611                 sector = loadSectorMeta(sectordir, loadlayout != 2);
3612         }
3613         catch(InvalidFilenameException &e)
3614         {
3615                 return false;
3616         }
3617         catch(FileNotGoodException &e)
3618         {
3619                 return false;
3620         }
3621         catch(std::exception &e)
3622         {
3623                 return false;
3624         }
3625
3626         return true;
3627 }
3628
3629 #if 0
3630 bool ServerMap::loadSectorFull(v2s16 p2d)
3631 {
3632         DSTACK(__FUNCTION_NAME);
3633
3634         MapSector *sector = NULL;
3635
3636         // The directory layout we're going to load from.
3637         //  1 - original sectors/xxxxzzzz/
3638         //  2 - new sectors2/xxx/zzz/
3639         //  If we load from anything but the latest structure, we will
3640         //  immediately save to the new one, and remove the old.
3641         int loadlayout = 1;
3642         std::string sectordir1 = getSectorDir(p2d, 1);
3643         std::string sectordir;
3644         if(fs::PathExists(sectordir1))
3645         {
3646                 sectordir = sectordir1;
3647         }
3648         else
3649         {
3650                 loadlayout = 2;
3651                 sectordir = getSectorDir(p2d, 2);
3652         }
3653
3654         try{
3655                 sector = loadSectorMeta(sectordir, loadlayout != 2);
3656         }
3657         catch(InvalidFilenameException &e)
3658         {
3659                 return false;
3660         }
3661         catch(FileNotGoodException &e)
3662         {
3663                 return false;
3664         }
3665         catch(std::exception &e)
3666         {
3667                 return false;
3668         }
3669
3670         /*
3671                 Load blocks
3672         */
3673         std::vector<fs::DirListNode> list2 = fs::GetDirListing
3674                         (sectordir);
3675         std::vector<fs::DirListNode>::iterator i2;
3676         for(i2=list2.begin(); i2!=list2.end(); i2++)
3677         {
3678                 // We want files
3679                 if(i2->dir)
3680                         continue;
3681                 try{
3682                         loadBlock(sectordir, i2->name, sector, loadlayout != 2);
3683                 }
3684                 catch(InvalidFilenameException &e)
3685                 {
3686                         // This catches unknown crap in directory
3687                 }
3688         }
3689
3690         if(loadlayout != 2)
3691         {
3692                 infostream<<"Sector converted to new layout - deleting "<<
3693                         sectordir1<<std::endl;
3694                 fs::RecursiveDelete(sectordir1);
3695         }
3696
3697         return true;
3698 }
3699 #endif
3700
3701 void ServerMap::beginSave() {
3702         dbase->beginSave();
3703 }
3704
3705 void ServerMap::endSave() {
3706         dbase->endSave();
3707 }
3708
3709 void ServerMap::saveBlock(MapBlock *block)
3710 {
3711   dbase->saveBlock(block);
3712 }
3713
3714 void ServerMap::loadBlock(std::string sectordir, std::string blockfile, MapSector *sector, bool save_after_load)
3715 {
3716         DSTACK(__FUNCTION_NAME);
3717
3718         std::string fullpath = sectordir+DIR_DELIM+blockfile;
3719         try{
3720
3721                 std::ifstream is(fullpath.c_str(), std::ios_base::binary);
3722                 if(is.good() == false)
3723                         throw FileNotGoodException("Cannot open block file");
3724
3725                 v3s16 p3d = getBlockPos(sectordir, blockfile);
3726                 v2s16 p2d(p3d.X, p3d.Z);
3727
3728                 assert(sector->getPos() == p2d);
3729
3730                 u8 version = SER_FMT_VER_INVALID;
3731                 is.read((char*)&version, 1);
3732
3733                 if(is.fail())
3734                         throw SerializationError("ServerMap::loadBlock(): Failed"
3735                                         " to read MapBlock version");
3736
3737                 /*u32 block_size = MapBlock::serializedLength(version);
3738                 SharedBuffer<u8> data(block_size);
3739                 is.read((char*)*data, block_size);*/
3740
3741                 // This will always return a sector because we're the server
3742                 //MapSector *sector = emergeSector(p2d);
3743
3744                 MapBlock *block = NULL;
3745                 bool created_new = false;
3746                 block = sector->getBlockNoCreateNoEx(p3d.Y);
3747                 if(block == NULL)
3748                 {
3749                         block = sector->createBlankBlockNoInsert(p3d.Y);
3750                         created_new = true;
3751                 }
3752
3753                 // Read basic data
3754                 block->deSerialize(is, version, true);
3755
3756                 // If it's a new block, insert it to the map
3757                 if(created_new)
3758                         sector->insertBlock(block);
3759
3760                 /*
3761                         Save blocks loaded in old format in new format
3762                 */
3763
3764                 if(version < SER_FMT_VER_HIGHEST_WRITE || save_after_load)
3765                 {
3766                         saveBlock(block);
3767
3768                         // Should be in database now, so delete the old file
3769                         fs::RecursiveDelete(fullpath);
3770                 }
3771
3772                 // We just loaded it from the disk, so it's up-to-date.
3773                 block->resetModified();
3774
3775         }
3776         catch(SerializationError &e)
3777         {
3778                 infostream<<"WARNING: Invalid block data on disk "
3779                                 <<"fullpath="<<fullpath
3780                                 <<" (SerializationError). "
3781                                 <<"what()="<<e.what()
3782                                 <<std::endl;
3783                                 // Ignoring. A new one will be generated.
3784                 assert(0);
3785
3786                 // TODO: Backup file; name is in fullpath.
3787         }
3788 }
3789
3790 void ServerMap::loadBlock(std::string *blob, v3s16 p3d, MapSector *sector, bool save_after_load)
3791 {
3792         DSTACK(__FUNCTION_NAME);
3793
3794         try {
3795                 std::istringstream is(*blob, std::ios_base::binary);
3796
3797                 u8 version = SER_FMT_VER_INVALID;
3798                 is.read((char*)&version, 1);
3799
3800                 if(is.fail())
3801                         throw SerializationError("ServerMap::loadBlock(): Failed"
3802                                         " to read MapBlock version");
3803
3804                 /*u32 block_size = MapBlock::serializedLength(version);
3805                 SharedBuffer<u8> data(block_size);
3806                 is.read((char*)*data, block_size);*/
3807
3808                 // This will always return a sector because we're the server
3809                 //MapSector *sector = emergeSector(p2d);
3810
3811                 MapBlock *block = NULL;
3812                 bool created_new = false;
3813                 block = sector->getBlockNoCreateNoEx(p3d.Y);
3814                 if(block == NULL)
3815                 {
3816                         block = sector->createBlankBlockNoInsert(p3d.Y);
3817                         created_new = true;
3818                 }
3819
3820                 // Read basic data
3821                 block->deSerialize(is, version, true);
3822
3823                 // If it's a new block, insert it to the map
3824                 if(created_new)
3825                         sector->insertBlock(block);
3826
3827                 /*
3828                         Save blocks loaded in old format in new format
3829                 */
3830
3831                 //if(version < SER_FMT_VER_HIGHEST_READ || save_after_load)
3832                 // Only save if asked to; no need to update version
3833                 if(save_after_load)
3834                         saveBlock(block);
3835
3836                 // We just loaded it from, so it's up-to-date.
3837                 block->resetModified();
3838
3839         }
3840         catch(SerializationError &e)
3841         {
3842                 errorstream<<"Invalid block data in database"
3843                                 <<" ("<<p3d.X<<","<<p3d.Y<<","<<p3d.Z<<")"
3844                                 <<" (SerializationError): "<<e.what()<<std::endl;
3845
3846                 // TODO: Block should be marked as invalid in memory so that it is
3847                 // not touched but the game can run
3848
3849                 if(g_settings->getBool("ignore_world_load_errors")){
3850                         errorstream<<"Ignoring block load error. Duck and cover! "
3851                                         <<"(ignore_world_load_errors)"<<std::endl;
3852                 } else {
3853                         throw SerializationError("Invalid block data in database");
3854                         //assert(0);
3855                 }
3856         }
3857 }
3858
3859 MapBlock* ServerMap::loadBlock(v3s16 blockpos)
3860 {
3861         DSTACK(__FUNCTION_NAME);
3862
3863         v2s16 p2d(blockpos.X, blockpos.Z);
3864
3865         MapBlock *ret;
3866
3867         ret = dbase->loadBlock(blockpos);
3868         if (ret) return (ret);
3869         // Not found in database, try the files
3870
3871         // The directory layout we're going to load from.
3872         //  1 - original sectors/xxxxzzzz/
3873         //  2 - new sectors2/xxx/zzz/
3874         //  If we load from anything but the latest structure, we will
3875         //  immediately save to the new one, and remove the old.
3876         int loadlayout = 1;
3877         std::string sectordir1 = getSectorDir(p2d, 1);
3878         std::string sectordir;
3879         if(fs::PathExists(sectordir1))
3880         {
3881                 sectordir = sectordir1;
3882         }
3883         else
3884         {
3885                 loadlayout = 2;
3886                 sectordir = getSectorDir(p2d, 2);
3887         }
3888
3889         /*
3890                 Make sure sector is loaded
3891         */
3892         MapSector *sector = getSectorNoGenerateNoEx(p2d);
3893         if(sector == NULL)
3894         {
3895                 try{
3896                         sector = loadSectorMeta(sectordir, loadlayout != 2);
3897                 }
3898                 catch(InvalidFilenameException &e)
3899                 {
3900                         return NULL;
3901                 }
3902                 catch(FileNotGoodException &e)
3903                 {
3904                         return NULL;
3905                 }
3906                 catch(std::exception &e)
3907                 {
3908                         return NULL;
3909                 }
3910         }
3911
3912         /*
3913                 Make sure file exists
3914         */
3915
3916         std::string blockfilename = getBlockFilename(blockpos);
3917         if(fs::PathExists(sectordir+DIR_DELIM+blockfilename) == false)
3918                 return NULL;
3919
3920         /*
3921                 Load block and save it to the database
3922         */
3923         loadBlock(sectordir, blockfilename, sector, true);
3924         return getBlockNoCreateNoEx(blockpos);
3925 }
3926
3927 void ServerMap::PrintInfo(std::ostream &out)
3928 {
3929         out<<"ServerMap: ";
3930 }
3931
3932 s16 ServerMap::updateBlockHeat(ServerEnvironment *env, v3s16 p, MapBlock *block)
3933 {
3934         u32 gametime = env->getGameTime();
3935         
3936         if (block) {
3937                 if (gametime - block->heat_last_update < 10)
3938                         return block->heat;
3939         } else {
3940                 block = getBlockNoCreateNoEx(getNodeBlockPos(p));
3941         }
3942
3943         f32 heat = m_emerge->biomedef->calcBlockHeat(p, m_seed,
3944                         env->getTimeOfDayF(), gametime * env->getTimeOfDaySpeed());
3945
3946         if(block) {
3947                 block->heat = heat;
3948                 block->heat_last_update = gametime;
3949         }
3950         return heat;
3951 }
3952
3953 s16 ServerMap::updateBlockHumidity(ServerEnvironment *env, v3s16 p, MapBlock *block)
3954 {
3955         u32 gametime = env->getGameTime();
3956         
3957         if (block) {
3958                 if (gametime - block->humidity_last_update < 10)
3959                         return block->humidity;
3960         } else {
3961                 block = getBlockNoCreateNoEx(getNodeBlockPos(p));
3962         }
3963
3964         f32 humidity = m_emerge->biomedef->calcBlockHumidity(p, m_seed,
3965                         env->getTimeOfDayF(), gametime * env->getTimeOfDaySpeed());
3966                         
3967         if(block) {
3968                 block->humidity = humidity;
3969                 block->humidity_last_update = gametime;
3970         }
3971         return humidity;
3972 }
3973
3974 /*
3975         MapVoxelManipulator
3976 */
3977
3978 MapVoxelManipulator::MapVoxelManipulator(Map *map)
3979 {
3980         m_map = map;
3981 }
3982
3983 MapVoxelManipulator::~MapVoxelManipulator()
3984 {
3985         /*infostream<<"MapVoxelManipulator: blocks: "<<m_loaded_blocks.size()
3986                         <<std::endl;*/
3987 }
3988
3989 void MapVoxelManipulator::emerge(VoxelArea a, s32 caller_id)
3990 {
3991         TimeTaker timer1("emerge", &emerge_time);
3992
3993         // Units of these are MapBlocks
3994         v3s16 p_min = getNodeBlockPos(a.MinEdge);
3995         v3s16 p_max = getNodeBlockPos(a.MaxEdge);
3996
3997         VoxelArea block_area_nodes
3998                         (p_min*MAP_BLOCKSIZE, (p_max+1)*MAP_BLOCKSIZE-v3s16(1,1,1));
3999
4000         addArea(block_area_nodes);
4001
4002         for(s32 z=p_min.Z; z<=p_max.Z; z++)
4003         for(s32 y=p_min.Y; y<=p_max.Y; y++)
4004         for(s32 x=p_min.X; x<=p_max.X; x++)
4005         {
4006                 u8 flags = 0;
4007                 MapBlock *block;
4008                 v3s16 p(x,y,z);
4009                 std::map<v3s16, u8>::iterator n;
4010                 n = m_loaded_blocks.find(p);
4011                 if(n != m_loaded_blocks.end())
4012                         continue;
4013
4014                 bool block_data_inexistent = false;
4015                 try
4016                 {
4017                         TimeTaker timer1("emerge load", &emerge_load_time);
4018
4019                         /*infostream<<"Loading block (caller_id="<<caller_id<<")"
4020                                         <<" ("<<p.X<<","<<p.Y<<","<<p.Z<<")"
4021                                         <<" wanted area: ";
4022                         a.print(infostream);
4023                         infostream<<std::endl;*/
4024
4025                         block = m_map->getBlockNoCreate(p);
4026                         if(block->isDummy())
4027                                 block_data_inexistent = true;
4028                         else
4029                                 block->copyTo(*this);
4030                 }
4031                 catch(InvalidPositionException &e)
4032                 {
4033                         block_data_inexistent = true;
4034                 }
4035
4036                 if(block_data_inexistent)
4037                 {
4038                         flags |= VMANIP_BLOCK_DATA_INEXIST;
4039
4040                         VoxelArea a(p*MAP_BLOCKSIZE, (p+1)*MAP_BLOCKSIZE-v3s16(1,1,1));
4041                         // Fill with VOXELFLAG_INEXISTENT
4042                         for(s32 z=a.MinEdge.Z; z<=a.MaxEdge.Z; z++)
4043                         for(s32 y=a.MinEdge.Y; y<=a.MaxEdge.Y; y++)
4044                         {
4045                                 s32 i = m_area.index(a.MinEdge.X,y,z);
4046                                 memset(&m_flags[i], VOXELFLAG_INEXISTENT, MAP_BLOCKSIZE);
4047                         }
4048                 }
4049                 /*else if (block->getNode(0, 0, 0).getContent() == CONTENT_IGNORE)
4050                 {
4051                         // Mark that block was loaded as blank
4052                         flags |= VMANIP_BLOCK_CONTAINS_CIGNORE;
4053                 }*/
4054
4055                 m_loaded_blocks[p] = flags;
4056         }
4057
4058         //infostream<<"emerge done"<<std::endl;
4059 }
4060
4061 /*
4062         SUGG: Add an option to only update eg. water and air nodes.
4063               This will make it interfere less with important stuff if
4064                   run on background.
4065 */
4066 void MapVoxelManipulator::blitBack
4067                 (std::map<v3s16, MapBlock*> & modified_blocks)
4068 {
4069         if(m_area.getExtent() == v3s16(0,0,0))
4070                 return;
4071
4072         //TimeTaker timer1("blitBack");
4073
4074         /*infostream<<"blitBack(): m_loaded_blocks.size()="
4075                         <<m_loaded_blocks.size()<<std::endl;*/
4076
4077         /*
4078                 Initialize block cache
4079         */
4080         v3s16 blockpos_last;
4081         MapBlock *block = NULL;
4082         bool block_checked_in_modified = false;
4083
4084         for(s32 z=m_area.MinEdge.Z; z<=m_area.MaxEdge.Z; z++)
4085         for(s32 y=m_area.MinEdge.Y; y<=m_area.MaxEdge.Y; y++)
4086         for(s32 x=m_area.MinEdge.X; x<=m_area.MaxEdge.X; x++)
4087         {
4088                 v3s16 p(x,y,z);
4089
4090                 u8 f = m_flags[m_area.index(p)];
4091                 if(f & (VOXELFLAG_NOT_LOADED|VOXELFLAG_INEXISTENT))
4092                         continue;
4093
4094                 MapNode &n = m_data[m_area.index(p)];
4095
4096                 v3s16 blockpos = getNodeBlockPos(p);
4097
4098                 try
4099                 {
4100                         // Get block
4101                         if(block == NULL || blockpos != blockpos_last){
4102                                 block = m_map->getBlockNoCreate(blockpos);
4103                                 blockpos_last = blockpos;
4104                                 block_checked_in_modified = false;
4105                         }
4106
4107                         // Calculate relative position in block
4108                         v3s16 relpos = p - blockpos * MAP_BLOCKSIZE;
4109
4110                         // Don't continue if nothing has changed here
4111                         if(block->getNode(relpos) == n)
4112                                 continue;
4113
4114                         //m_map->setNode(m_area.MinEdge + p, n);
4115                         block->setNode(relpos, n);
4116
4117                         /*
4118                                 Make sure block is in modified_blocks
4119                         */
4120                         if(block_checked_in_modified == false)
4121                         {
4122                                 modified_blocks[blockpos] = block;
4123                                 block_checked_in_modified = true;
4124                         }
4125                 }
4126                 catch(InvalidPositionException &e)
4127                 {
4128                 }
4129         }
4130 }
4131
4132 ManualMapVoxelManipulator::ManualMapVoxelManipulator(Map *map):
4133                 MapVoxelManipulator(map),
4134                 m_create_area(false)
4135 {
4136 }
4137
4138 ManualMapVoxelManipulator::~ManualMapVoxelManipulator()
4139 {
4140 }
4141
4142 void ManualMapVoxelManipulator::emerge(VoxelArea a, s32 caller_id)
4143 {
4144         // Just create the area so that it can be pointed to
4145         VoxelManipulator::emerge(a, caller_id);
4146 }
4147
4148 void ManualMapVoxelManipulator::initialEmerge(v3s16 blockpos_min,
4149                                                 v3s16 blockpos_max, bool load_if_inexistent)
4150 {
4151         TimeTaker timer1("initialEmerge", &emerge_time);
4152
4153         // Units of these are MapBlocks
4154         v3s16 p_min = blockpos_min;
4155         v3s16 p_max = blockpos_max;
4156
4157         VoxelArea block_area_nodes
4158                         (p_min*MAP_BLOCKSIZE, (p_max+1)*MAP_BLOCKSIZE-v3s16(1,1,1));
4159
4160         u32 size_MB = block_area_nodes.getVolume()*4/1000000;
4161         if(size_MB >= 1)
4162         {
4163                 infostream<<"initialEmerge: area: ";
4164                 block_area_nodes.print(infostream);
4165                 infostream<<" ("<<size_MB<<"MB)";
4166                 infostream<<std::endl;
4167         }
4168
4169         addArea(block_area_nodes);
4170
4171         for(s32 z=p_min.Z; z<=p_max.Z; z++)
4172         for(s32 y=p_min.Y; y<=p_max.Y; y++)
4173         for(s32 x=p_min.X; x<=p_max.X; x++)
4174         {
4175                 u8 flags = 0;
4176                 MapBlock *block;
4177                 v3s16 p(x,y,z);
4178                 std::map<v3s16, u8>::iterator n;
4179                 n = m_loaded_blocks.find(p);
4180                 if(n != m_loaded_blocks.end())
4181                         continue;
4182
4183                 bool block_data_inexistent = false;
4184                 try
4185                 {
4186                         TimeTaker timer1("emerge load", &emerge_load_time);
4187
4188                         block = m_map->getBlockNoCreate(p);
4189                         if(block->isDummy())
4190                                 block_data_inexistent = true;
4191                         else
4192                                 block->copyTo(*this);
4193                 }
4194                 catch(InvalidPositionException &e)
4195                 {
4196                         block_data_inexistent = true;
4197                 }
4198
4199                 if(block_data_inexistent)
4200                 {
4201                         
4202                         if (load_if_inexistent) {
4203                                 ServerMap *svrmap = (ServerMap *)m_map;
4204                                 block = svrmap->emergeBlock(p, false);
4205                                 if (block == NULL)
4206                                         block = svrmap->createBlock(p);
4207                                 else
4208                                         block->copyTo(*this);
4209                         } else {
4210                                 flags |= VMANIP_BLOCK_DATA_INEXIST;
4211                                 
4212                                 /*
4213                                         Mark area inexistent
4214                                 */
4215                                 VoxelArea a(p*MAP_BLOCKSIZE, (p+1)*MAP_BLOCKSIZE-v3s16(1,1,1));
4216                                 // Fill with VOXELFLAG_INEXISTENT
4217                                 for(s32 z=a.MinEdge.Z; z<=a.MaxEdge.Z; z++)
4218                                 for(s32 y=a.MinEdge.Y; y<=a.MaxEdge.Y; y++)
4219                                 {
4220                                         s32 i = m_area.index(a.MinEdge.X,y,z);
4221                                         memset(&m_flags[i], VOXELFLAG_INEXISTENT, MAP_BLOCKSIZE);
4222                                 }
4223                         }
4224                 }
4225                 /*else if (block->getNode(0, 0, 0).getContent() == CONTENT_IGNORE)
4226                 {
4227                         // Mark that block was loaded as blank
4228                         flags |= VMANIP_BLOCK_CONTAINS_CIGNORE;
4229                 }*/
4230
4231                 m_loaded_blocks[p] = flags;
4232         }
4233 }
4234
4235 void ManualMapVoxelManipulator::blitBackAll(
4236                 std::map<v3s16, MapBlock*> * modified_blocks)
4237 {
4238         if(m_area.getExtent() == v3s16(0,0,0))
4239                 return;
4240
4241         /*
4242                 Copy data of all blocks
4243         */
4244         for(std::map<v3s16, u8>::iterator
4245                         i = m_loaded_blocks.begin();
4246                         i != m_loaded_blocks.end(); ++i)
4247         {
4248                 v3s16 p = i->first;
4249                 MapBlock *block = m_map->getBlockNoCreateNoEx(p);
4250                 bool existed = !(i->second & VMANIP_BLOCK_DATA_INEXIST);
4251                 if(existed == false)
4252                 {
4253                         continue;
4254                 }
4255
4256                 block->copyFrom(*this);
4257
4258                 if(modified_blocks)
4259                         (*modified_blocks)[p] = block;
4260         }
4261 }
4262
4263 //END