infostream<<"Please remove the map or fix it."<<std::endl;
warningstream<<"Map saving will be disabled."<<std::endl;
}
-
- infostream<<"Initializing new map."<<std::endl;
-
- // Create zero sector
- emergeSector(v2s16(0,0));
-
- // Initially write whole map
- save(MOD_STATE_CLEAN);
}
ServerMap::~ServerMap()
try
{
- if(m_map_saving_enabled)
- {
+ if (m_map_saving_enabled) {
// Save only changed parts
save(MOD_STATE_WRITE_AT_UNLOAD);
- infostream<<"ServerMap: Saved map to "<<m_savedir<<std::endl;
- }
- else
- {
- infostream<<"ServerMap: Map not saved"<<std::endl;
+ infostream << "ServerMap: Saved map to " << m_savedir << std::endl;
+ } else {
+ infostream << "ServerMap: Map not saved" << std::endl;
}
}
catch(std::exception &e)
for (s16 z = full_bpmin.Z; z <= full_bpmax.Z; z++) {
v2s16 sectorpos(x, z);
// Sector metadata is loaded from disk if not already loaded.
- ServerMapSector *sector = createSector(sectorpos);
+ MapSector *sector = createSector(sectorpos);
FATAL_ERROR_IF(sector == NULL, "createSector() failed");
for (s16 y = full_bpmin.Y; y <= full_bpmax.Y; y++) {
//save(MOD_STATE_WRITE_AT_UNLOAD);
}
-ServerMapSector *ServerMap::createSector(v2s16 p2d)
+MapSector *ServerMap::createSector(v2s16 p2d)
{
DSTACKF("%s: p2d=(%d,%d)",
FUNCTION_NAME,
/*
Check if it exists already in memory
*/
- ServerMapSector *sector = (ServerMapSector*)getSectorNoGenerateNoEx(p2d);
- if(sector != NULL)
+ MapSector *sector = getSectorNoGenerateNoEx(p2d);
+ if (sector)
return sector;
- /*
- Try to load it from disk (with blocks)
- */
- //if(loadSectorFull(p2d) == true)
-
- /*
- Try to load metadata from disk
- */
-#if 0
- if(loadSectorMeta(p2d) == true)
- {
- ServerMapSector *sector = (ServerMapSector*)getSectorNoGenerateNoEx(p2d);
- if(sector == NULL)
- {
- infostream<<"ServerMap::createSector(): loadSectorFull didn't make a sector"<<std::endl;
- throw InvalidPositionException("");
- }
- return sector;
- }
-#endif
-
/*
Do not create over max mapgen limit
*/
Generate blank sector
*/
- sector = new ServerMapSector(this, p2d, m_gamedef);
+ sector = new MapSector(this, p2d, m_gamedef);
// Sector position on map in nodes
//v2s16 nodepos2d = p2d * MAP_BLOCKSIZE;
NOTE: On old save formats, this will be slow, as it generates
lighting on blocks for them.
*/
- ServerMapSector *sector;
+ MapSector *sector;
try {
- sector = (ServerMapSector*)createSector(p2d);
- assert(sector->getId() == MAPSECTOR_SERVER);
- }
- catch(InvalidPositionException &e)
- {
+ sector = createSector(p2d);
+ } catch (InvalidPositionException &e) {
infostream<<"createBlock: createSector() failed"<<std::endl;
throw e;
}
- /*
- NOTE: This should not be done, or at least the exception
- should not be passed on as std::exception, because it
- won't be catched at all.
- */
- /*catch(std::exception &e)
- {
- infostream<<"createBlock: createSector() failed: "
- <<e.what()<<std::endl;
- throw e;
- }*/
/*
Try to get a block from the sector
*/
MapBlock *block = sector->getBlockNoCreateNoEx(block_y);
- if(block)
- {
+ if (block) {
if(block->isDummy())
block->unDummify();
return block;
}
if (create_blank) {
- ServerMapSector *sector = createSector(v2s16(p.X, p.Z));
+ MapSector *sector = createSector(v2s16(p.X, p.Z));
MapBlock *block = sector->createBlankBlock(p.Y);
return block;
}
-#if 0
- if(allow_generate)
- {
- std::map<v3s16, MapBlock*> modified_blocks;
- MapBlock *block = generateBlock(p, modified_blocks);
- if(block)
- {
- MapEditEvent event;
- event.type = MEET_OTHER;
- event.p = p;
-
- // Copy modified_blocks to event
- for(std::map<v3s16, MapBlock*>::iterator
- i = modified_blocks.begin();
- i != modified_blocks.end(); ++i)
- {
- event.modified_blocks.insert(i->first);
- }
-
- // Queue event
- dispatchEvent(&event);
-
- return block;
- }
- }
-#endif
-
return NULL;
}
// Profile modified reasons
Profiler modprofiler;
- u32 sector_meta_count = 0;
u32 block_count = 0;
u32 block_count_all = 0; // Number of blocks in memory
bool save_started = false;
for (auto §or_it : m_sectors) {
- ServerMapSector *sector = (ServerMapSector*) sector_it.second;
- assert(sector->getId() == MAPSECTOR_SERVER);
-
- if(sector->differs_from_disk || save_level == MOD_STATE_CLEAN) {
- saveSectorMeta(sector);
- sector_meta_count++;
- }
+ MapSector *sector = sector_it.second;
MapBlockVect blocks;
sector->getBlocks(blocks);
saveBlock(block);
block_count++;
-
- /*infostream<<"ServerMap: Written block ("
- <<block->getPos().X<<","
- <<block->getPos().Y<<","
- <<block->getPos().Z<<")"
- <<std::endl;*/
}
}
}
/*
Only print if something happened or saved whole map
*/
- if(save_level == MOD_STATE_CLEAN || sector_meta_count != 0
+ if(save_level == MOD_STATE_CLEAN
|| block_count != 0) {
infostream<<"ServerMap: Written: "
- <<sector_meta_count<<" sector metadata files, "
<<block_count<<" block files"
<<", "<<block_count_all<<" blocks in memory."
<<std::endl;
}
}
-void ServerMap::saveSectorMeta(ServerMapSector *sector)
-{
- DSTACK(FUNCTION_NAME);
- // Format used for writing
- u8 version = SER_FMT_VER_HIGHEST_WRITE;
- // Get destination
- v2s16 pos = sector->getPos();
- std::string dir = getSectorDir(pos);
- createDirs(dir);
-
- std::string fullpath = dir + DIR_DELIM + "meta";
- std::ostringstream ss(std::ios_base::binary);
-
- sector->serialize(ss, version);
-
- if(!fs::safeWriteToFile(fullpath, ss.str()))
- throw FileNotGoodException("Cannot write sector metafile");
-
- sector->differs_from_disk = false;
-}
-
-MapSector* ServerMap::loadSectorMeta(std::string sectordir, bool save_after_load)
-{
- DSTACK(FUNCTION_NAME);
- // Get destination
- v2s16 p2d = getSectorPos(sectordir);
-
- ServerMapSector *sector = NULL;
-
- std::string fullpath = sectordir + DIR_DELIM + "meta";
- std::ifstream is(fullpath.c_str(), std::ios_base::binary);
- if (!is.good()) {
- // If the directory exists anyway, it probably is in some old
- // format. Just go ahead and create the sector.
- if(fs::PathExists(sectordir))
- {
- /*infostream<<"ServerMap::loadSectorMeta(): Sector metafile "
- <<fullpath<<" doesn't exist but directory does."
- <<" Continuing with a sector with no metadata."
- <<std::endl;*/
- sector = new ServerMapSector(this, p2d, m_gamedef);
- m_sectors[p2d] = sector;
- }
- else
- {
- throw FileNotGoodException("Cannot open sector metafile");
- }
- }
- else
- {
- sector = ServerMapSector::deSerialize
- (is, this, p2d, m_sectors, m_gamedef);
- if(save_after_load)
- saveSectorMeta(sector);
- }
-
- sector->differs_from_disk = false;
-
- return sector;
-}
-
-bool ServerMap::loadSectorMeta(v2s16 p2d)
-{
- DSTACK(FUNCTION_NAME);
-
- // The directory layout we're going to load from.
- // 1 - original sectors/xxxxzzzz/
- // 2 - new sectors2/xxx/zzz/
- // If we load from anything but the latest structure, we will
- // immediately save to the new one, and remove the old.
- int loadlayout = 1;
- std::string sectordir1 = getSectorDir(p2d, 1);
- std::string sectordir;
- if(fs::PathExists(sectordir1))
- {
- sectordir = sectordir1;
- }
- else
- {
- loadlayout = 2;
- sectordir = getSectorDir(p2d, 2);
- }
-
- try{
- loadSectorMeta(sectordir, loadlayout != 2);
- }
- catch(InvalidFilenameException &e)
- {
- return false;
- }
- catch(FileNotGoodException &e)
- {
- return false;
- }
- catch(std::exception &e)
- {
- return false;
- }
-
- return true;
-}
-
-#if 0
-bool ServerMap::loadSectorFull(v2s16 p2d)
-{
- DSTACK(FUNCTION_NAME);
-
- MapSector *sector = NULL;
-
- // The directory layout we're going to load from.
- // 1 - original sectors/xxxxzzzz/
- // 2 - new sectors2/xxx/zzz/
- // If we load from anything but the latest structure, we will
- // immediately save to the new one, and remove the old.
- int loadlayout = 1;
- std::string sectordir1 = getSectorDir(p2d, 1);
- std::string sectordir;
- if(fs::PathExists(sectordir1))
- {
- sectordir = sectordir1;
- }
- else
- {
- loadlayout = 2;
- sectordir = getSectorDir(p2d, 2);
- }
-
- try{
- sector = loadSectorMeta(sectordir, loadlayout != 2);
- }
- catch(InvalidFilenameException &e)
- {
- return false;
- }
- catch(FileNotGoodException &e)
- {
- return false;
- }
- catch(std::exception &e)
- {
- return false;
- }
-
- /*
- Load blocks
- */
- std::vector<fs::DirListNode> list2 = fs::GetDirListing
- (sectordir);
- std::vector<fs::DirListNode>::iterator i2;
- for(i2=list2.begin(); i2!=list2.end(); i2++)
- {
- // We want files
- if(i2->dir)
- continue;
- try{
- loadBlock(sectordir, i2->name, sector, loadlayout != 2);
- }
- catch(InvalidFilenameException &e)
- {
- // This catches unknown crap in directory
- }
- }
-
- if(loadlayout != 2)
- {
- infostream<<"Sector converted to new layout - deleting "<<
- sectordir1<<std::endl;
- fs::RecursiveDelete(sectordir1);
- }
-
- return true;
-}
-#endif
-
MapDatabase *ServerMap::createDatabase(
const std::string &name,
const std::string &savedir,
o.write((char*) &version, 1);
block->serialize(o, version, true);
- std::string data = o.str();
- bool ret = db->saveBlock(p3d, data);
+ bool ret = db->saveBlock(p3d, o.str());
if (ret) {
// We just wrote it to the disk so clear modified flag
block->resetModified();
// 2 - new sectors2/xxx/zzz/
// If we load from anything but the latest structure, we will
// immediately save to the new one, and remove the old.
- int loadlayout = 1;
std::string sectordir1 = getSectorDir(p2d, 1);
std::string sectordir;
if (fs::PathExists(sectordir1)) {
sectordir = sectordir1;
} else {
- loadlayout = 2;
sectordir = getSectorDir(p2d, 2);
}
*/
MapSector *sector = getSectorNoGenerateNoEx(p2d);
- if (sector == NULL) {
- try {
- sector = loadSectorMeta(sectordir, loadlayout != 2);
- } catch(InvalidFilenameException &e) {
- return NULL;
- } catch(FileNotGoodException &e) {
- return NULL;
- } catch(std::exception &e) {
- return NULL;
- }
- }
-
/*
Make sure file exists
*/
loadBlock(sectordir, blockfilename, sector, true);
}
+
MapBlock *block = getBlockNoCreateNoEx(blockpos);
if (created_new && (block != NULL)) {
std::map<v3s16, MapBlock*> modified_blocks;