#include "mapgen.h"
#include "nodemetadata.h"
-extern "C" {
- #include "sqlite3.h"
-}
/*
SQLite format specification:
- Initially only replaces sectors/ and sectors2/
+
+ If map.sqlite does not exist in the save dir
+ or the block was not found in the database
+ the map will try to load from sectors folder.
+ In either case, map.sqlite will be created
+ and all future saves will save there.
+
+ Structure of map.sqlite:
+ Tables:
+ blocks
+ (PK) INT pos
+ BLOB data
*/
/*
else
{
/*// Turn mud into grass
- if(n.d == CONTENT_MUD)
+ if(n.getContent() == CONTENT_MUD)
{
- n.d = CONTENT_GRASS;
+ n.setContent(CONTENT_GRASS);
block->setNode(relpos, n);
modified_blocks.insert(blockpos, block);
}*/
/*
*/
void Map::addNodeAndUpdate(v3s16 p, MapNode n,
- core::map<v3s16, MapBlock*> &modified_blocks)
+ core::map<v3s16, MapBlock*> &modified_blocks, std::string &player_name)
{
/*PrintInfo(m_dout);
m_dout<<DTIME<<"Map::addNodeAndUpdate(): p=("
/*
If the new node is solid and there is grass below, change it to mud
*/
- if(content_features(n.d).walkable == true)
+ if(content_features(n).walkable == true)
{
try{
MapNode bottomnode = getNode(bottompos);
- if(bottomnode.d == CONTENT_GRASS
- || bottomnode.d == CONTENT_GRASS_FOOTSTEPS)
+ if(bottomnode.getContent() == CONTENT_GRASS
+ || bottomnode.getContent() == CONTENT_GRASS_FOOTSTEPS)
{
- bottomnode.d = CONTENT_MUD;
+ bottomnode.setContent(CONTENT_MUD);
setNode(bottompos, bottomnode);
}
}
If the new node is mud and it is under sunlight, change it
to grass
*/
- if(n.d == CONTENT_MUD && node_under_sunlight)
+ if(n.getContent() == CONTENT_MUD && node_under_sunlight)
{
- n.d = CONTENT_GRASS;
+ n.setContent(CONTENT_GRASS);
}
#endif
If node lets sunlight through and is under sunlight, it has
sunlight too.
*/
- if(node_under_sunlight && content_features(n.d).sunlight_propagates)
+ if(node_under_sunlight && content_features(n).sunlight_propagates)
{
n.setLight(LIGHTBANK_DAY, LIGHT_SUN);
}
Add intial metadata
*/
- NodeMetadata *meta_proto = content_features(n.d).initial_metadata;
+ NodeMetadata *meta_proto = content_features(n).initial_metadata;
if(meta_proto)
{
NodeMetadata *meta = meta_proto->clone();
+ meta->setOwner(player_name);
setNodeMetadata(p, meta);
}
TODO: This could be optimized by mass-unlighting instead
of looping
*/
- if(node_under_sunlight && !content_features(n.d).sunlight_propagates)
+ if(node_under_sunlight && !content_features(n).sunlight_propagates)
{
s16 y = p.Y - 1;
for(;; y--){
v3s16 p2 = p + dirs[i];
MapNode n2 = getNode(p2);
- if(content_liquid(n2.d) || n2.d == CONTENT_AIR)
+ if(content_liquid(n2.getContent()) || n2.getContent() == CONTENT_AIR)
{
m_transforming_liquid.push_back(p2);
}
v3s16 toppos = p + v3s16(0,1,0);
// Node will be replaced with this
- u8 replace_material = CONTENT_AIR;
+ content_t replace_material = CONTENT_AIR;
/*
If there is a node at top and it doesn't have sunlight,
*/
MapNode n;
- n.d = replace_material;
+ n.setContent(replace_material);
setNode(p, n);
for(s32 i=0; i<2; i++)
v3s16 p2 = p + dirs[i];
MapNode n2 = getNode(p2);
- if(content_liquid(n2.d) || n2.d == CONTENT_AIR)
+ if(content_liquid(n2.getContent()) || n2.getContent() == CONTENT_AIR)
{
m_transforming_liquid.push_back(p2);
}
bool succeeded = true;
try{
core::map<v3s16, MapBlock*> modified_blocks;
- addNodeAndUpdate(p, n, modified_blocks);
+ std::string st = std::string("");
+ addNodeAndUpdate(p, n, modified_blocks, st);
// Copy modified_blocks to event
for(core::map<v3s16, MapBlock*>::Iterator
core::map<v2s16, MapSector*>::Iterator si;
+ beginSave();
si = m_sectors.getIterator();
for(; si.atEnd() == false; si++)
{
core::list<MapBlock*> blocks;
sector->getBlocks(blocks);
+
for(core::list<MapBlock*>::Iterator i = blocks.begin();
i != blocks.end(); i++)
{
sector_deletion_queue.push_back(si.getNode()->getKey());
}
}
+ endSave();
// Finally delete the empty sectors
deleteSectors(sector_deletion_queue);
#define WATER_DROP_BOOST 4
+enum NeighborType {
+ NEIGHBOR_UPPER,
+ NEIGHBOR_SAME_LEVEL,
+ NEIGHBOR_LOWER
+};
+struct NodeNeighbor {
+ MapNode n;
+ NeighborType t;
+ v3s16 p;
+};
+
void Map::transformLiquids(core::map<v3s16, MapBlock*> & modified_blocks)
{
DSTACK(__FUNCTION_NAME);
/*if(initial_size != 0)
dstream<<"transformLiquids(): initial_size="<<initial_size<<std::endl;*/
+ // list of nodes that due to viscosity have not reached their max level height
+ UniqueQueue<v3s16> must_reflow;
+
+ // List of MapBlocks that will require a lighting update (due to lava)
+ core::map<v3s16, MapBlock*> lighting_modified_blocks;
+
while(m_transforming_liquid.size() != 0)
{
+ // This should be done here so that it is done when continue is used
+ if(loopcount >= initial_size * 3)
+ break;
+ loopcount++;
+
/*
Get a queued transforming liquid node
*/
MapNode n0 = getNodeNoEx(p0);
- // Don't deal with non-liquids
- if(content_liquid(n0.d) == false)
- continue;
-
- bool is_source = !content_flowing_liquid(n0.d);
-
- u8 liquid_level = 8;
- if(is_source == false)
- liquid_level = n0.param2 & 0x0f;
-
- // Turn possible source into non-source
- u8 nonsource_c = make_liquid_flowing(n0.d);
-
/*
- If not source, check that some node flows into this one
- and what is the level of liquid in this one
- */
- if(is_source == false)
- {
- s8 new_liquid_level_max = -1;
-
- v3s16 dirs_from[5] = {
- v3s16(0,1,0), // top
- v3s16(0,0,1), // back
- v3s16(1,0,0), // right
- v3s16(0,0,-1), // front
- v3s16(-1,0,0), // left
- };
- for(u16 i=0; i<5; i++)
- {
- bool from_top = (i==0);
-
- v3s16 p2 = p0 + dirs_from[i];
- MapNode n2 = getNodeNoEx(p2);
-
- if(content_liquid(n2.d))
- {
- u8 n2_nonsource_c = make_liquid_flowing(n2.d);
- // Check that the liquids are the same type
- if(n2_nonsource_c != nonsource_c)
- {
- dstream<<"WARNING: Not handling: different liquids"
- " collide"<<std::endl;
- continue;
- }
- bool n2_is_source = !content_flowing_liquid(n2.d);
- s8 n2_liquid_level = 8;
- if(n2_is_source == false)
- n2_liquid_level = n2.param2 & 0x07;
+ Collect information about current node
+ */
+ s8 liquid_level = -1;
+ u8 liquid_kind = CONTENT_IGNORE;
+ LiquidType liquid_type = content_features(n0.getContent()).liquid_type;
+ switch (liquid_type) {
+ case LIQUID_SOURCE:
+ liquid_level = LIQUID_LEVEL_SOURCE;
+ liquid_kind = content_features(n0.getContent()).liquid_alternative_flowing;
+ break;
+ case LIQUID_FLOWING:
+ liquid_level = (n0.param2 & LIQUID_LEVEL_MASK);
+ liquid_kind = n0.getContent();
+ break;
+ case LIQUID_NONE:
+ // if this is an air node, it *could* be transformed into a liquid. otherwise,
+ // continue with the next node.
+ if (n0.getContent() != CONTENT_AIR)
+ continue;
+ liquid_kind = CONTENT_AIR;
+ break;
+ }
- s8 new_liquid_level = -1;
- if(from_top)
- {
- //new_liquid_level = 7;
- if(n2_liquid_level >= 7 - WATER_DROP_BOOST)
- new_liquid_level = 7;
- else
- new_liquid_level = n2_liquid_level + WATER_DROP_BOOST;
+ /*
+ Collect information about the environment
+ */
+ const v3s16 *dirs = g_6dirs;
+ NodeNeighbor sources[6]; // surrounding sources
+ int num_sources = 0;
+ NodeNeighbor flows[6]; // surrounding flowing liquid nodes
+ int num_flows = 0;
+ NodeNeighbor airs[6]; // surrounding air
+ int num_airs = 0;
+ NodeNeighbor neutrals[6]; // nodes that are solid or another kind of liquid
+ int num_neutrals = 0;
+ bool flowing_down = false;
+ for (u16 i = 0; i < 6; i++) {
+ NeighborType nt = NEIGHBOR_SAME_LEVEL;
+ switch (i) {
+ case 1:
+ nt = NEIGHBOR_UPPER;
+ break;
+ case 4:
+ nt = NEIGHBOR_LOWER;
+ break;
+ }
+ v3s16 npos = p0 + dirs[i];
+ NodeNeighbor nb = {getNodeNoEx(npos), nt, npos};
+ switch (content_features(nb.n.getContent()).liquid_type) {
+ case LIQUID_NONE:
+ if (nb.n.getContent() == CONTENT_AIR) {
+ airs[num_airs++] = nb;
+ // if the current node is a water source the neighbor
+ // should be enqueded for transformation regardless of whether the
+ // current node changes or not.
+ if (nb.t != NEIGHBOR_UPPER && liquid_type != LIQUID_NONE)
+ m_transforming_liquid.push_back(npos);
+ // if the current node happens to be a flowing node, it will start to flow down here.
+ if (nb.t == NEIGHBOR_LOWER) {
+ flowing_down = true;
+ }
+ } else {
+ neutrals[num_neutrals++] = nb;
}
- else if(n2_liquid_level > 0)
- {
- new_liquid_level = n2_liquid_level - 1;
+ break;
+ case LIQUID_SOURCE:
+ // if this node is not (yet) of a liquid type, choose the first liquid type we encounter
+ if (liquid_kind == CONTENT_AIR)
+ liquid_kind = content_features(nb.n.getContent()).liquid_alternative_flowing;
+ if (content_features(nb.n.getContent()).liquid_alternative_flowing !=liquid_kind) {
+ neutrals[num_neutrals++] = nb;
+ } else {
+ sources[num_sources++] = nb;
}
-
- if(new_liquid_level > new_liquid_level_max)
- new_liquid_level_max = new_liquid_level;
- }
- } //for
-
- /*
- If liquid level should be something else, update it and
- add all the neighboring water nodes to the transform queue.
- */
- if(new_liquid_level_max != liquid_level)
- {
- if(new_liquid_level_max == -1)
- {
- // Remove water alltoghether
- n0.d = CONTENT_AIR;
- n0.param2 = 0;
- setNode(p0, n0);
- }
- else
- {
- n0.param2 = new_liquid_level_max;
- setNode(p0, n0);
- }
-
- // Block has been modified
- {
- v3s16 blockpos = getNodeBlockPos(p0);
- MapBlock *block = getBlockNoCreateNoEx(blockpos);
- if(block != NULL)
- modified_blocks.insert(blockpos, block);
- }
-
- /*
- Add neighboring non-source liquid nodes to transform queue.
- */
- v3s16 dirs[6] = {
- v3s16(0,0,1), // back
- v3s16(0,1,0), // top
- v3s16(1,0,0), // right
- v3s16(0,0,-1), // front
- v3s16(0,-1,0), // bottom
- v3s16(-1,0,0), // left
- };
- for(u16 i=0; i<6; i++)
- {
- v3s16 p2 = p0 + dirs[i];
-
- MapNode n2 = getNodeNoEx(p2);
- if(content_flowing_liquid(n2.d))
- {
- m_transforming_liquid.push_back(p2);
+ break;
+ case LIQUID_FLOWING:
+ // if this node is not (yet) of a liquid type, choose the first liquid type we encounter
+ if (liquid_kind == CONTENT_AIR)
+ liquid_kind = content_features(nb.n.getContent()).liquid_alternative_flowing;
+ if (content_features(nb.n.getContent()).liquid_alternative_flowing != liquid_kind) {
+ neutrals[num_neutrals++] = nb;
+ } else {
+ flows[num_flows++] = nb;
+ if (nb.t == NEIGHBOR_LOWER)
+ flowing_down = true;
}
- }
+ break;
}
}
- // Get a new one from queue if the node has turned into non-water
- if(content_liquid(n0.d) == false)
- continue;
-
/*
- Flow water from this node
- */
- v3s16 dirs_to[5] = {
- v3s16(0,-1,0), // bottom
- v3s16(0,0,1), // back
- v3s16(1,0,0), // right
- v3s16(0,0,-1), // front
- v3s16(-1,0,0), // left
- };
- for(u16 i=0; i<5; i++)
- {
- bool to_bottom = (i == 0);
-
- // If liquid is at lowest possible height, it's not going
- // anywhere except down
- if(liquid_level == 0 && to_bottom == false)
- continue;
-
- u8 liquid_next_level = 0;
- // If going to bottom
- if(to_bottom)
- {
- //liquid_next_level = 7;
- if(liquid_level >= 7 - WATER_DROP_BOOST)
- liquid_next_level = 7;
- else
- liquid_next_level = liquid_level + WATER_DROP_BOOST;
- }
- else
- liquid_next_level = liquid_level - 1;
-
- bool n2_changed = false;
- bool flowed = false;
-
- v3s16 p2 = p0 + dirs_to[i];
-
- MapNode n2 = getNodeNoEx(p2);
- //dstream<<"[1] n2.param="<<(int)n2.param<<std::endl;
-
- if(content_liquid(n2.d))
- {
- u8 n2_nonsource_c = make_liquid_flowing(n2.d);
- // Check that the liquids are the same type
- if(n2_nonsource_c != nonsource_c)
- {
- dstream<<"WARNING: Not handling: different liquids"
- " collide"<<std::endl;
- continue;
- }
- bool n2_is_source = !content_flowing_liquid(n2.d);
- u8 n2_liquid_level = 8;
- if(n2_is_source == false)
- n2_liquid_level = n2.param2 & 0x07;
-
- if(to_bottom)
- {
- flowed = true;
- }
-
- if(n2_is_source)
- {
- // Just flow into the source, nothing changes.
- // n2_changed is not set because destination didn't change
- flowed = true;
- }
- else
- {
- if(liquid_next_level > liquid_level)
- {
- n2.param2 = liquid_next_level;
- setNode(p2, n2);
-
- n2_changed = true;
- flowed = true;
- }
+ decide on the type (and possibly level) of the current node
+ */
+ content_t new_node_content;
+ s8 new_node_level = -1;
+ s8 max_node_level = -1;
+ if (num_sources >= 2 || liquid_type == LIQUID_SOURCE) {
+ // liquid_kind will be set to either the flowing alternative of the node (if it's a liquid)
+ // or the flowing alternative of the first of the surrounding sources (if it's air), so
+ // it's perfectly safe to use liquid_kind here to determine the new node content.
+ new_node_content = content_features(liquid_kind).liquid_alternative_source;
+ } else if (num_sources == 1 && sources[0].t != NEIGHBOR_LOWER) {
+ // liquid_kind is set properly, see above
+ new_node_content = liquid_kind;
+ max_node_level = new_node_level = LIQUID_LEVEL_MAX;
+ } else {
+ // no surrounding sources, so get the maximum level that can flow into this node
+ for (u16 i = 0; i < num_flows; i++) {
+ u8 nb_liquid_level = (flows[i].n.param2 & LIQUID_LEVEL_MASK);
+ switch (flows[i].t) {
+ case NEIGHBOR_UPPER:
+ if (nb_liquid_level + WATER_DROP_BOOST > max_node_level) {
+ max_node_level = LIQUID_LEVEL_MAX;
+ if (nb_liquid_level + WATER_DROP_BOOST < LIQUID_LEVEL_MAX)
+ max_node_level = nb_liquid_level + WATER_DROP_BOOST;
+ } else if (nb_liquid_level > max_node_level)
+ max_node_level = nb_liquid_level;
+ break;
+ case NEIGHBOR_LOWER:
+ break;
+ case NEIGHBOR_SAME_LEVEL:
+ if ((flows[i].n.param2 & LIQUID_FLOW_DOWN_MASK) != LIQUID_FLOW_DOWN_MASK &&
+ nb_liquid_level > 0 && nb_liquid_level - 1 > max_node_level) {
+ max_node_level = nb_liquid_level - 1;
+ }
+ break;
}
}
- else if(n2.d == CONTENT_AIR)
- {
- n2.d = nonsource_c;
- n2.param2 = liquid_next_level;
- setNode(p2, n2);
- n2_changed = true;
- flowed = true;
- }
+ u8 viscosity = content_features(liquid_kind).liquid_viscosity;
+ if (viscosity > 1 && max_node_level != liquid_level) {
+ // amount to gain, limited by viscosity
+ // must be at least 1 in absolute value
+ s8 level_inc = max_node_level - liquid_level;
+ if (level_inc < -viscosity || level_inc > viscosity)
+ new_node_level = liquid_level + level_inc/viscosity;
+ else if (level_inc < 0)
+ new_node_level = liquid_level - 1;
+ else if (level_inc > 0)
+ new_node_level = liquid_level + 1;
+ if (new_node_level != max_node_level)
+ must_reflow.push_back(p0);
+ } else
+ new_node_level = max_node_level;
+
+ if (new_node_level >= 0)
+ new_node_content = liquid_kind;
+ else
+ new_node_content = CONTENT_AIR;
- //dstream<<"[2] n2.param="<<(int)n2.param<<std::endl;
+ }
- if(n2_changed)
- {
- m_transforming_liquid.push_back(p2);
+ /*
+ check if anything has changed. if not, just continue with the next node.
+ */
+ if (new_node_content == n0.getContent() && (content_features(n0.getContent()).liquid_type != LIQUID_FLOWING ||
+ ((n0.param2 & LIQUID_LEVEL_MASK) == (u8)new_node_level &&
+ ((n0.param2 & LIQUID_FLOW_DOWN_MASK) == LIQUID_FLOW_DOWN_MASK)
+ == flowing_down)))
+ continue;
- v3s16 blockpos = getNodeBlockPos(p2);
- MapBlock *block = getBlockNoCreateNoEx(blockpos);
- if(block != NULL)
- modified_blocks.insert(blockpos, block);
- }
- // If n2_changed to bottom, don't flow anywhere else
- if(to_bottom && flowed && !is_source)
- break;
+ /*
+ update the current node
+ */
+ bool flow_down_enabled = (flowing_down && ((n0.param2 & LIQUID_FLOW_DOWN_MASK) != LIQUID_FLOW_DOWN_MASK));
+ if (content_features(new_node_content).liquid_type == LIQUID_FLOWING) {
+ // set level to last 3 bits, flowing down bit to 4th bit
+ n0.param2 = (flowing_down ? LIQUID_FLOW_DOWN_MASK : 0x00) | (new_node_level & LIQUID_LEVEL_MASK);
+ } else {
+ // set the liquid level and flow bit to 0
+ n0.param2 = ~(LIQUID_LEVEL_MASK | LIQUID_FLOW_DOWN_MASK);
+ }
+ n0.setContent(new_node_content);
+ setNode(p0, n0);
+ v3s16 blockpos = getNodeBlockPos(p0);
+ MapBlock *block = getBlockNoCreateNoEx(blockpos);
+ if(block != NULL) {
+ modified_blocks.insert(blockpos, block);
+ // If node emits light, MapBlock requires lighting update
+ if(content_features(n0).light_source != 0)
+ lighting_modified_blocks[block->getPos()] = block;
}
- loopcount++;
- //if(loopcount >= 100000)
- if(loopcount >= initial_size * 1)
- break;
+ /*
+ enqueue neighbors for update if neccessary
+ */
+ switch (content_features(n0.getContent()).liquid_type) {
+ case LIQUID_SOURCE:
+ case LIQUID_FLOWING:
+ // make sure source flows into all neighboring nodes
+ for (u16 i = 0; i < num_flows; i++)
+ if (flows[i].t != NEIGHBOR_UPPER)
+ m_transforming_liquid.push_back(flows[i].p);
+ for (u16 i = 0; i < num_airs; i++)
+ if (airs[i].t != NEIGHBOR_UPPER)
+ m_transforming_liquid.push_back(airs[i].p);
+ break;
+ case LIQUID_NONE:
+ // this flow has turned to air; neighboring flows might need to do the same
+ for (u16 i = 0; i < num_flows; i++)
+ m_transforming_liquid.push_back(flows[i].p);
+ break;
+ }
}
//dstream<<"Map::transformLiquids(): loopcount="<<loopcount<<std::endl;
+ while (must_reflow.size() > 0)
+ m_transforming_liquid.push_back(must_reflow.pop_front());
+ updateLighting(lighting_modified_blocks, modified_blocks);
}
NodeMetadata* Map::getNodeMetadata(v3s16 p)
ServerMap::ServerMap(std::string savedir):
Map(dout_server),
m_seed(0),
- m_map_metadata_changed(true)
+ m_map_metadata_changed(true),
+ m_database(NULL),
+ m_database_read(NULL),
+ m_database_write(NULL)
{
dstream<<__FUNCTION_NAME<<std::endl;
//m_chunksize = 8; // Takes a few seconds
- m_seed = (((u64)(myrand()%0xffff)<<0)
- + ((u64)(myrand()%0xffff)<<16)
- + ((u64)(myrand()%0xffff)<<32)
- + ((u64)(myrand()%0xffff)<<48));
+ if (g_settings.get("fixed_map_seed").empty())
+ {
+ m_seed = (((u64)(myrand()%0xffff)<<0)
+ + ((u64)(myrand()%0xffff)<<16)
+ + ((u64)(myrand()%0xffff)<<32)
+ + ((u64)(myrand()%0xffff)<<48));
+ }
+ else
+ {
+ m_seed = g_settings.getU64("fixed_map_seed");
+ }
/*
Experimental and debug stuff
<<", exception: "<<e.what()<<std::endl;
}
+ /*
+ Close database if it was opened
+ */
+ if(m_database_read)
+ sqlite3_finalize(m_database_read);
+ if(m_database_write)
+ sqlite3_finalize(m_database_write);
+ if(m_database)
+ sqlite3_close(m_database);
+
#if 0
/*
Free all MapChunks
void ServerMap::initBlockMake(mapgen::BlockMakeData *data, v3s16 blockpos)
{
- /*dstream<<"initBlockMake(): ("<<blockpos.X<<","<<blockpos.Y<<","
- <<blockpos.Z<<")"<<std::endl;*/
+ bool enable_mapgen_debug_info = g_settings.getBool("enable_mapgen_debug_info");
+ if(enable_mapgen_debug_info)
+ dstream<<"initBlockMake(): ("<<blockpos.X<<","<<blockpos.Y<<","
+ <<blockpos.Z<<")"<<std::endl;
// Do nothing if not inside limits (+-1 because of neighbors)
if(blockpos_over_limit(blockpos - v3s16(1,1,1)) ||
for(s16 y=-1; y<=1; y++)
{
- //MapBlock *block = createBlock(blockpos);
+ v3s16 p(blockpos.X+x, blockpos.Y+y, blockpos.Z+z);
+ //MapBlock *block = createBlock(p);
// 1) get from memory, 2) load from disk
- MapBlock *block = emergeBlock(blockpos, false);
+ MapBlock *block = emergeBlock(p, false);
// 3) create a blank one
if(block == NULL)
- block = createBlock(blockpos);
+ {
+ block = createBlock(p);
+
+ /*
+ Block gets sunlight if this is true.
+
+ Refer to the map generator heuristics.
+ */
+ bool ug = mapgen::block_is_underground(data->seed, p);
+ block->setIsUnderground(ug);
+ }
// Lighting will not be valid after make_chunk is called
block->setLightingExpired(true);
// Lighting will be calculated
//block->setLightingExpired(false);
-
- /*
- Block gets sunlight if this is true.
-
- This should be set to true when the top side of a block
- is completely exposed to the sky.
- */
- block->setIsUnderground(false);
}
}
}
assert(block);
/*
- Set is_underground flag for lighting with sunlight
+ Set is_underground flag for lighting with sunlight.
+
+ Refer to map generator heuristics.
+
+ NOTE: This is done in initChunkMake
*/
+ //block->setIsUnderground(mapgen::block_is_underground(data->seed, blockpos));
- block->setIsUnderground(mapgen::block_is_underground(data->seed, blockpos));
/*
Add sunlight to central block.
#if 1
// Center block
lighting_update_blocks.insert(block->getPos(), block);
+
+ /*{
+ s16 x = 0;
+ s16 z = 0;
+ v3s16 p = block->getPos()+v3s16(x,1,z);
+ lighting_update_blocks[p] = getBlockNoCreateNoEx(p);
+ }*/
#endif
#if 0
// All modified blocks
lighting_update_blocks.insert(i.getNode()->getKey(),
i.getNode()->getValue());
}
+ /*// Also force-add all the upmost blocks for proper sunlight
+ for(s16 x=-1; x<=1; x++)
+ for(s16 z=-1; z<=1; z++)
+ {
+ v3s16 p = block->getPos()+v3s16(x,1,z);
+ lighting_update_blocks[p] = getBlockNoCreateNoEx(p);
+ }*/
#endif
updateLighting(lighting_update_blocks, changed_blocks);
+
+ /*
+ Set lighting to non-expired state in all of them.
+ This is cheating, but it is not fast enough if all of them
+ would actually be updated.
+ */
+ for(s16 x=-1; x<=1; x++)
+ for(s16 y=-1; y<=1; y++)
+ for(s16 z=-1; z<=1; z++)
+ {
+ v3s16 p = block->getPos()+v3s16(x,y,z);
+ getBlockNoCreateNoEx(p)->setLightingExpired(false);
+ }
if(enable_mapgen_debug_info == false)
t.stop(true); // Hide output
/*dstream<<"finishBlockMake() done for ("<<blockpos.X<<","<<blockpos.Y<<","
<<blockpos.Z<<")"<<std::endl;*/
-
+#if 0
+ if(enable_mapgen_debug_info)
+ {
+ /*
+ Analyze resulting blocks
+ */
+ for(s16 x=-1; x<=1; x++)
+ for(s16 y=-1; y<=1; y++)
+ for(s16 z=-1; z<=1; z++)
+ {
+ v3s16 p = block->getPos()+v3s16(x,y,z);
+ MapBlock *block = getBlockNoCreateNoEx(p);
+ char spos[20];
+ snprintf(spos, 20, "(%2d,%2d,%2d)", x, y, z);
+ dstream<<"Generated "<<spos<<": "
+ <<analyze_block(block)<<std::endl;
+ }
+ }
+#endif
+
return block;
}
/*
Try to load metadata from disk
*/
+#if 0
if(loadSectorMeta(p2d) == true)
{
ServerMapSector *sector = (ServerMapSector*)getSectorNoGenerateNoEx(p2d);
}
return sector;
}
-
+#endif
/*
Do not create over-limit
*/
{
v3s16 p(x0,y0,z0);
MapNode n = block->getNode(p);
- if(n.d == CONTENT_IGNORE)
+ if(n.getContent() == CONTENT_IGNORE)
{
dstream<<"CONTENT_IGNORE at "
<<"("<<p.X<<","<<p.Y<<","<<p.Z<<")"
{
MapNode n;
if(y0%2==0)
- n.d = CONTENT_AIR;
+ n.setContent(CONTENT_AIR);
else
- n.d = CONTENT_STONE;
+ n.setContent(CONTENT_STONE);
block->setNode(v3s16(x0,y0,z0), n);
}
}
{
MapBlock *block = getBlockNoCreateNoEx(p);
- if(block)
+ if(block && block->isDummy() == false)
return block;
}
for(; p.Y>min; p.Y--)
{
MapNode n = getNodeNoEx(p);
- if(n.d != CONTENT_IGNORE)
+ if(n.getContent() != CONTENT_IGNORE)
break;
}
if(p.Y == min)
goto plan_b;
// If this node is not air, go to plan b
- if(getNodeNoEx(p).d != CONTENT_AIR)
+ if(getNodeNoEx(p).getContent() != CONTENT_AIR)
goto plan_b;
// Search existing walkable and return it
for(; p.Y>min; p.Y--)
{
MapNode n = getNodeNoEx(p);
- if(content_walkable(n.d) && n.d != CONTENT_IGNORE)
+ if(content_walkable(n.d) && n.getContent() != CONTENT_IGNORE)
return p.Y;
}
//return (s16)level;
}
+void ServerMap::createDatabase() {
+ int e;
+ assert(m_database);
+ e = sqlite3_exec(m_database,
+ "CREATE TABLE IF NOT EXISTS `blocks` ("
+ "`pos` INT NOT NULL PRIMARY KEY,"
+ "`data` BLOB"
+ ");"
+ , NULL, NULL, NULL);
+ if(e == SQLITE_ABORT)
+ throw FileNotGoodException("Could not create database structure");
+ else
+ dstream<<"Server: Database structure was created";
+}
+
+void ServerMap::verifyDatabase() {
+ if(m_database)
+ return;
+
+ {
+ std::string dbp = m_savedir + "/map.sqlite";
+ bool needs_create = false;
+ int d;
+
+ /*
+ Open the database connection
+ */
+
+ createDirs(m_savedir);
+
+ if(!fs::PathExists(dbp))
+ needs_create = true;
+
+ d = sqlite3_open_v2(dbp.c_str(), &m_database, SQLITE_OPEN_READWRITE | SQLITE_OPEN_CREATE, NULL);
+ if(d != SQLITE_OK) {
+ dstream<<"WARNING: Database failed to open: "<<sqlite3_errmsg(m_database)<<std::endl;
+ throw FileNotGoodException("Cannot open database file");
+ }
+
+ if(needs_create)
+ createDatabase();
+
+ d = sqlite3_prepare(m_database, "SELECT `data` FROM `blocks` WHERE `pos`=? LIMIT 1", -1, &m_database_read, NULL);
+ if(d != SQLITE_OK) {
+ dstream<<"WARNING: Database read statment failed to prepare: "<<sqlite3_errmsg(m_database)<<std::endl;
+ throw FileNotGoodException("Cannot prepare read statement");
+ }
+
+ d = sqlite3_prepare(m_database, "REPLACE INTO `blocks` VALUES(?, ?)", -1, &m_database_write, NULL);
+ if(d != SQLITE_OK) {
+ dstream<<"WARNING: Database write statment failed to prepare: "<<sqlite3_errmsg(m_database)<<std::endl;
+ throw FileNotGoodException("Cannot prepare write statement");
+ }
+
+ dstream<<"Server: Database opened"<<std::endl;
+ }
+}
+
+bool ServerMap::loadFromFolders() {
+ if(!m_database && !fs::PathExists(m_savedir + "/map.sqlite"))
+ return true;
+ return false;
+}
+
+sqlite3_int64 ServerMap::getBlockAsInteger(const v3s16 pos) {
+ return (sqlite3_int64)pos.Z*16777216 +
+ (sqlite3_int64)pos.Y*4096 + (sqlite3_int64)pos.X;
+}
+
void ServerMap::createDirs(std::string path)
{
if(fs::CreateAllDirs(path) == false)
u32 block_count = 0;
u32 block_count_all = 0; // Number of blocks in memory
+ beginSave();
core::map<v2s16, MapSector*>::Iterator i = m_sectors.getIterator();
for(; i.atEnd() == false; i++)
{
core::list<MapBlock*> blocks;
sector->getBlocks(blocks);
core::list<MapBlock*>::Iterator j;
+
+ //sqlite3_exec(m_database, "BEGIN;", NULL, NULL, NULL);
for(j=blocks.begin(); j!=blocks.end(); j++)
{
MapBlock *block = *j;
<<block->getPos().Z<<")"
<<std::endl;*/
}
+ //sqlite3_exec(m_database, "COMMIT;", NULL, NULL, NULL);
}
}
+ endSave();
/*
Only print if something happened or saved whole map
}
#endif
+void ServerMap::beginSave() {
+ verifyDatabase();
+ if(sqlite3_exec(m_database, "BEGIN;", NULL, NULL, NULL) != SQLITE_OK)
+ dstream<<"WARNING: beginSave() failed, saving might be slow.";
+}
+
+void ServerMap::endSave() {
+ verifyDatabase();
+ if(sqlite3_exec(m_database, "COMMIT;", NULL, NULL, NULL) != SQLITE_OK)
+ dstream<<"WARNING: endSave() failed, map might not have saved.";
+}
+
void ServerMap::saveBlock(MapBlock *block)
{
DSTACK(__FUNCTION_NAME);
// Get destination
v3s16 p3d = block->getPos();
+
+#if 0
v2s16 p2d(p3d.X, p3d.Z);
std::string sectordir = getSectorDir(p2d);
std::ofstream o(fullpath.c_str(), std::ios_base::binary);
if(o.good() == false)
throw FileNotGoodException("Cannot open block data");
-
+#endif
/*
[0] u8 serialization version
[1] data
*/
+
+ verifyDatabase();
+
+ std::ostringstream o(std::ios_base::binary);
+
o.write((char*)&version, 1);
// Write basic data
// Write extra data stored on disk
block->serializeDiskExtra(o, version);
-
+
+ // Write block to database
+
+ std::string tmp = o.str();
+ const char *bytes = tmp.c_str();
+
+ if(sqlite3_bind_int64(m_database_write, 1, getBlockAsInteger(p3d)) != SQLITE_OK)
+ dstream<<"WARNING: Block position failed to bind: "<<sqlite3_errmsg(m_database)<<std::endl;
+ if(sqlite3_bind_blob(m_database_write, 2, (void *)bytes, o.tellp(), NULL) != SQLITE_OK) // TODO this mught not be the right length
+ dstream<<"WARNING: Block data failed to bind: "<<sqlite3_errmsg(m_database)<<std::endl;
+ int written = sqlite3_step(m_database_write);
+ if(written != SQLITE_DONE)
+ dstream<<"WARNING: Block failed to save ("<<p3d.X<<", "<<p3d.Y<<", "<<p3d.Z<<") "
+ <<sqlite3_errmsg(m_database)<<std::endl;
+ // Make ready for later reuse
+ sqlite3_reset(m_database_write);
+
// We just wrote it to the disk so clear modified flag
block->resetModified();
}
if(version < SER_FMT_VER_HIGHEST || save_after_load)
{
saveBlock(block);
+
+ // Should be in database now, so delete the old file
+ fs::RecursiveDelete(fullpath);
}
// We just loaded it from the disk, so it's up-to-date.
}
}
+void ServerMap::loadBlock(std::string *blob, v3s16 p3d, MapSector *sector, bool save_after_load)
+{
+ DSTACK(__FUNCTION_NAME);
+
+ try {
+ std::istringstream is(*blob, std::ios_base::binary);
+
+ u8 version = SER_FMT_VER_INVALID;
+ is.read((char*)&version, 1);
+
+ if(is.fail())
+ throw SerializationError("ServerMap::loadBlock(): Failed"
+ " to read MapBlock version");
+
+ /*u32 block_size = MapBlock::serializedLength(version);
+ SharedBuffer<u8> data(block_size);
+ is.read((char*)*data, block_size);*/
+
+ // This will always return a sector because we're the server
+ //MapSector *sector = emergeSector(p2d);
+
+ MapBlock *block = NULL;
+ bool created_new = false;
+ block = sector->getBlockNoCreateNoEx(p3d.Y);
+ if(block == NULL)
+ {
+ block = sector->createBlankBlockNoInsert(p3d.Y);
+ created_new = true;
+ }
+
+ // Read basic data
+ block->deSerialize(is, version);
+
+ // Read extra data stored on disk
+ block->deSerializeDiskExtra(is, version);
+
+ // If it's a new block, insert it to the map
+ if(created_new)
+ sector->insertBlock(block);
+
+ /*
+ Save blocks loaded in old format in new format
+ */
+
+ if(version < SER_FMT_VER_HIGHEST || save_after_load)
+ {
+ saveBlock(block);
+ }
+
+ // We just loaded it from, so it's up-to-date.
+ block->resetModified();
+
+ }
+ catch(SerializationError &e)
+ {
+ dstream<<"WARNING: Invalid block data in database "
+ <<" (SerializationError). "
+ <<"what()="<<e.what()
+ <<std::endl;
+ //" Ignoring. A new one will be generated.
+ assert(0);
+
+ // TODO: Copy to a backup database.
+ }
+}
+
MapBlock* ServerMap::loadBlock(v3s16 blockpos)
{
DSTACK(__FUNCTION_NAME);
v2s16 p2d(blockpos.X, blockpos.Z);
+ if(!loadFromFolders()) {
+ verifyDatabase();
+
+ if(sqlite3_bind_int64(m_database_read, 1, getBlockAsInteger(blockpos)) != SQLITE_OK)
+ dstream<<"WARNING: Could not bind block position for load: "
+ <<sqlite3_errmsg(m_database)<<std::endl;
+ if(sqlite3_step(m_database_read) == SQLITE_ROW) {
+ /*
+ Make sure sector is loaded
+ */
+ MapSector *sector = createSector(p2d);
+
+ /*
+ Load block
+ */
+ const char * data = (const char *)sqlite3_column_blob(m_database_read, 0);
+ size_t len = sqlite3_column_bytes(m_database_read, 0);
+
+ std::string datastr(data, len);
+
+ loadBlock(&datastr, blockpos, sector, false);
+
+ sqlite3_step(m_database_read);
+ // We should never get more than 1 row, so ok to reset
+ sqlite3_reset(m_database_read);
+
+ return getBlockNoCreateNoEx(blockpos);
+ }
+ sqlite3_reset(m_database_read);
+
+ // Not found in database, try the files
+ }
+
// The directory layout we're going to load from.
// 1 - original sectors/xxxxzzzz/
// 2 - new sectors2/xxx/zzz/
return NULL;
/*
- Load block
+ Load block and save it to the database
*/
- loadBlock(sectordir, blockfilename, sector, loadlayout != 2);
+ loadBlock(sectordir, blockfilename, sector, true);
return getBlockNoCreateNoEx(blockpos);
}
i = m_loaded_blocks.getIterator();
i.atEnd() == false; i++)
{
+ v3s16 p = i.getNode()->getKey();
bool existed = i.getNode()->getValue();
if(existed == false)
+ {
+ // The Great Bug was found using this
+ /*dstream<<"ManualMapVoxelManipulator::blitBackAll: "
+ <<"Inexistent ("<<p.X<<","<<p.Y<<","<<p.Z<<")"
+ <<std::endl;*/
continue;
- v3s16 p = i.getNode()->getKey();
+ }
MapBlock *block = m_map->getBlockNoCreateNoEx(p);
if(block == NULL)
{