* `node`: table `{name=string, param1=number, param2=number}`
* If param1 or param2 is omitted, it's set to `0`.
* e.g. `minetest.set_node({x=0, y=10, z=0}, {name="default:wood"})`
+* `minetest.bulk_set_node({pos1, pos2, pos3, ...}, node)`
+ * Set node on all positions set in the first argument.
+ * e.g. `minetest.bulk_set_node({{x=0, y=1, z=1}, {x=1, y=2, z=2}}, {name="default:stone"})`
+ * For node specification or position syntax see `minetest.set_node` call
+ * Faster than set_node due to single call, but still considerably slower than
+ Voxel Manipulators (LVM) for large numbers of nodes.
+ Unlike LVMs, this will call node callbacks. It also allows setting nodes in spread out
+ positions which would cause LVMs to waste memory.
+ For setting a cube, this is 1.3x faster than set_node whereas LVM is 20x faster.
* `minetest.swap_node(pos, node)`
* Set node at position, but don't remove metadata
* `minetest.remove_node(pos)`
end,
})
+minetest.register_chatcommand("test_bulk_set_node", {
+ params = "",
+ description = "Test 2: bulk set a node",
+ func = function(name, param)
+ local player = minetest.get_player_by_name(name)
+ if not player then
+ return
+ end
+ local pos_list = {}
+ local ppos = player:get_pos()
+ local i = 1
+ for x=2,10 do
+ for y=2,10 do
+ for z=2,10 do
+ pos_list[i] = {x=ppos.x + x,y = ppos.y + y,z = ppos.z + z}
+ i = i + 1
+ end
+ end
+ end
+ minetest.bulk_set_node(pos_list, {name = "default:stone"})
+ minetest.chat_send_player(name, "Done.");
+ end,
+})
+
+minetest.register_chatcommand("bench_bulk_set_node", {
+ params = "",
+ description = "Test 3: bulk set a node (bench)",
+ func = function(name, param)
+ local player = minetest.get_player_by_name(name)
+ if not player then
+ return
+ end
+ local pos_list = {}
+ local ppos = player:get_pos()
+ local i = 1
+ for x=2,100 do
+ for y=2,100 do
+ for z=2,100 do
+ pos_list[i] = {x=ppos.x + x,y = ppos.y + y,z = ppos.z + z}
+ i = i + 1
+ end
+ end
+ end
+
+ minetest.chat_send_player(name, "Benching bulk set node. Warming up...");
+
+ -- warm up with default:stone to prevent having different callbacks
+ -- due to different node topology
+ minetest.bulk_set_node(pos_list, {name = "default:stone"})
+
+ minetest.chat_send_player(name, "Warming up finished, now benching...");
+
+ local start_time = os.clock()
+ for i=1,#pos_list do
+ minetest.set_node(pos_list[i], {name = "default:stone"})
+ end
+ local middle_time = os.clock()
+ minetest.bulk_set_node(pos_list, {name = "default:stone"})
+ local end_time = os.clock()
+ minetest.chat_send_player(name,
+ string.format("Bench results: set_node loop[%.2fms], bulk_set_node[%.2fms]",
+ (middle_time - start_time) * 1000,
+ (end_time - middle_time) * 1000
+ )
+ );
+ end,
+})
+
minetest.register_on_player_receive_fields(function(player, formname, fields)
experimental.print_to_everything("Inventory fields 1: player="..player:get_player_name()..", fields="..dump(fields))
end)
return 1;
}
+// bulk_set_node([pos1, pos2, ...], node)
+// pos = {x=num, y=num, z=num}
+int ModApiEnvMod::l_bulk_set_node(lua_State *L)
+{
+ GET_ENV_PTR;
+
+ INodeDefManager *ndef = env->getGameDef()->ndef();
+ // parameters
+ if (!lua_istable(L, 1)) {
+ return 0;
+ }
+
+ s32 len = lua_objlen(L, 1);
+ if (len == 0) {
+ lua_pushboolean(L, true);
+ return 1;
+ }
+
+ MapNode n = readnode(L, 2, ndef);
+
+ // Do it
+ bool succeeded = true;
+ for (s32 i = 1; i <= len; i++) {
+ lua_rawgeti(L, 1, i);
+ if (!env->setNode(read_v3s16(L, -1), n))
+ succeeded = false;
+ lua_pop(L, 1);
+ }
+
+ lua_pushboolean(L, succeeded);
+ return 1;
+}
+
int ModApiEnvMod::l_add_node(lua_State *L)
{
return l_set_node(L);
void ModApiEnvMod::Initialize(lua_State *L, int top)
{
API_FCT(set_node);
+ API_FCT(bulk_set_node);
API_FCT(add_node);
API_FCT(swap_node);
API_FCT(add_item);
// pos = {x=num, y=num, z=num}
static int l_set_node(lua_State *L);
+ // bulk_set_node([pos1, pos2, ...], node)
+ // pos = {x=num, y=num, z=num}
+ static int l_bulk_set_node(lua_State *L);
+
static int l_add_node(lua_State *L);
// remove_node(pos)
INodeDefManager *ndef = m_server->ndef();
MapNode n_old = m_map->getNodeNoEx(p);
+ const ContentFeatures &cf_old = ndef->get(n_old);
+
// Call destructor
- if (ndef->get(n_old).has_on_destruct)
+ if (cf_old.has_on_destruct)
m_script->node_on_destruct(p, n_old);
// Replace node
m_map->updateVManip(p);
// Call post-destructor
- if (ndef->get(n_old).has_after_destruct)
+ if (cf_old.has_after_destruct)
m_script->node_after_destruct(p, n_old);
+ // Retrieve node content features
+ // if new node is same as old, reuse old definition to prevent a lookup
+ const ContentFeatures &cf_new = n_old == n ? cf_old : ndef->get(n);
+
// Call constructor
- if (ndef->get(n).has_on_construct)
+ if (cf_new.has_on_construct)
m_script->node_on_construct(p, n);
return true;