Merge branch 'upstream/master'
[oweals/minetest.git] / src / map.cpp
index d48003d4acb31a7a6b100407388d3ed11c5b35c9..e1769b8eff897718ace3b053b00cdf9c20a3bd08 100644 (file)
@@ -1,6 +1,6 @@
 /*
 Minetest-c55
-Copyright (C) 2010 celeron55, Perttu Ahola <celeron55@gmail.com>
+Copyright (C) 2010-2011 celeron55, Perttu Ahola <celeron55@gmail.com>
 
 This program is free software; you can redistribute it and/or modify
 it under the terms of the GNU General Public License as published by
@@ -18,15 +18,24 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 */
 
 #include "map.h"
+#include "mapsector.h"
+#include "mapblock.h"
 #include "main.h"
-#include "jmutexautolock.h"
 #include "client.h"
 #include "filesys.h"
 #include "utility.h"
 #include "voxel.h"
 #include "porting.h"
-#include "mineral.h"
-#include "noise.h"
+#include "mapgen.h"
+#include "nodemetadata.h"
+
+extern "C" {
+       #include "sqlite3.h"
+}
+/*
+       SQLite format specification:
+       - Initially only replaces sectors/ and sectors2/
+*/
 
 /*
        Map
@@ -36,8 +45,8 @@ Map::Map(std::ostream &dout):
        m_dout(dout),
        m_sector_cache(NULL)
 {
-       m_sector_mutex.Init();
-       assert(m_sector_mutex.IsInitialized());
+       /*m_sector_mutex.Init();
+       assert(m_sector_mutex.IsInitialized());*/
 }
 
 Map::~Map()
@@ -80,8 +89,6 @@ MapSector * Map::getSectorNoGenerateNoExNoLock(v2s16 p)
 {
        if(m_sector_cache != NULL && p == m_sector_cache_p){
                MapSector * sector = m_sector_cache;
-               // Reset inactivity timer
-               sector->usage_timer = 0.0;
                return sector;
        }
        
@@ -96,15 +103,11 @@ MapSector * Map::getSectorNoGenerateNoExNoLock(v2s16 p)
        m_sector_cache_p = p;
        m_sector_cache = sector;
 
-       // Reset inactivity timer
-       sector->usage_timer = 0.0;
        return sector;
 }
 
 MapSector * Map::getSectorNoGenerateNoEx(v2s16 p)
 {
-       JMutexAutoLock lock(m_sector_mutex);
-
        return getSectorNoGenerateNoExNoLock(p);
 }
 
@@ -117,42 +120,23 @@ MapSector * Map::getSectorNoGenerate(v2s16 p)
        return sector;
 }
 
-MapBlock * Map::getBlockNoCreate(v3s16 p3d)
-{      
-       v2s16 p2d(p3d.X, p3d.Z);
-       MapSector * sector = getSectorNoGenerate(p2d);
-
-       MapBlock *block = sector->getBlockNoCreate(p3d.Y);
-
-       return block;
-}
-
 MapBlock * Map::getBlockNoCreateNoEx(v3s16 p3d)
 {
-       try
-       {
-               v2s16 p2d(p3d.X, p3d.Z);
-               MapSector * sector = getSectorNoGenerate(p2d);
-               MapBlock *block = sector->getBlockNoCreate(p3d.Y);
-               return block;
-       }
-       catch(InvalidPositionException &e)
-       {
+       v2s16 p2d(p3d.X, p3d.Z);
+       MapSector * sector = getSectorNoGenerateNoEx(p2d);
+       if(sector == NULL)
                return NULL;
-       }
+       MapBlock *block = sector->getBlockNoCreateNoEx(p3d.Y);
+       return block;
 }
 
-/*MapBlock * Map::getBlockCreate(v3s16 p3d)
-{
-       v2s16 p2d(p3d.X, p3d.Z);
-       MapSector * sector = getSectorCreate(p2d);
-       assert(sector);
-       MapBlock *block = sector->getBlockNoCreate(p3d.Y);
-       if(block)
-               return block;
-       block = sector->createBlankBlock(p3d.Y);
+MapBlock * Map::getBlockNoCreate(v3s16 p3d)
+{      
+       MapBlock *block = getBlockNoCreateNoEx(p3d);
+       if(block == NULL)
+               throw InvalidPositionException();
        return block;
-}*/
+}
 
 bool Map::isNodeUnderground(v3s16 p)
 {
@@ -167,6 +151,45 @@ bool Map::isNodeUnderground(v3s16 p)
        }
 }
 
+bool Map::isValidPosition(v3s16 p)
+{
+       v3s16 blockpos = getNodeBlockPos(p);
+       MapBlock *block = getBlockNoCreate(blockpos);
+       return (block != NULL);
+}
+
+// Returns a CONTENT_IGNORE node if not found
+MapNode Map::getNodeNoEx(v3s16 p)
+{
+       v3s16 blockpos = getNodeBlockPos(p);
+       MapBlock *block = getBlockNoCreateNoEx(blockpos);
+       if(block == NULL)
+               return MapNode(CONTENT_IGNORE);
+       v3s16 relpos = p - blockpos*MAP_BLOCKSIZE;
+       return block->getNodeNoCheck(relpos);
+}
+
+// throws InvalidPositionException if not found
+MapNode Map::getNode(v3s16 p)
+{
+       v3s16 blockpos = getNodeBlockPos(p);
+       MapBlock *block = getBlockNoCreateNoEx(blockpos);
+       if(block == NULL)
+               throw InvalidPositionException();
+       v3s16 relpos = p - blockpos*MAP_BLOCKSIZE;
+       return block->getNodeNoCheck(relpos);
+}
+
+// throws InvalidPositionException if not found
+void Map::setNode(v3s16 p, MapNode & n)
+{
+       v3s16 blockpos = getNodeBlockPos(p);
+       MapBlock *block = getBlockNoCreate(blockpos);
+       v3s16 relpos = p - blockpos*MAP_BLOCKSIZE;
+       block->setNodeNoCheck(relpos, n);
+}
+
+
 /*
        Goes recursively through the neighbours of the node.
 
@@ -243,15 +266,15 @@ void Map::unspreadLight(enum LightBank bank,
 
                // Get node straight from the block
                MapNode n = block->getNode(relpos);
-               
+
                u8 oldlight = j.getNode()->getValue();
-               
+
                // Loop through 6 neighbors
                for(u16 i=0; i<6; i++)
                {
                        // Get the position of the neighbor node
                        v3s16 n2pos = pos + dirs[i];
-                       
+
                        // Get the block where the node is located
                        v3s16 blockpos = getNodeBlockPos(n2pos);
 
@@ -271,12 +294,12 @@ void Map::unspreadLight(enum LightBank bank,
                                {
                                        continue;
                                }
-                               
+
                                // Calculate relative position in block
                                v3s16 relpos = n2pos - blockpos * MAP_BLOCKSIZE;
                                // Get node straight from the block
                                MapNode n2 = block->getNode(relpos);
-                               
+
                                bool changed = false;
 
                                //TODO: Optimize output by optimizing light_sources?
@@ -313,7 +336,7 @@ void Map::unspreadLight(enum LightBank bank,
                                                        light_sources.remove(n2pos);
                                                }*/
                                        }
-                                       
+
                                        /*// DEBUG
                                        if(light_sources.find(n2pos) != NULL)
                                                light_sources.remove(n2pos);*/
@@ -344,7 +367,7 @@ void Map::unspreadLight(enum LightBank bank,
                        <<blockchangecount<<" times"
                        <<" for "<<from_nodes.size()<<" nodes"
                        <<std::endl;*/
-       
+
        if(unlighted_nodes.size() > 0)
                unspreadLight(bank, unlighted_nodes, light_sources, modified_blocks);
 }
@@ -382,7 +405,7 @@ void Map::spreadLight(enum LightBank bank,
 
        if(from_nodes.size() == 0)
                return;
-       
+
        u32 blockchangecount = 0;
 
        core::map<v3s16, bool> lighted_nodes;
@@ -396,7 +419,7 @@ void Map::spreadLight(enum LightBank bank,
        MapBlock *block = NULL;
        // Cache this a bit, too
        bool block_checked_in_modified = false;
-       
+
        for(; j.atEnd() == false; j++)
        //for(; j != from_nodes.end(); j++)
        {
@@ -404,7 +427,7 @@ void Map::spreadLight(enum LightBank bank,
                //v3s16 pos = *j;
                //dstream<<"pos=("<<pos.X<<","<<pos.Y<<","<<pos.Z<<")"<<std::endl;
                v3s16 blockpos = getNodeBlockPos(pos);
-               
+
                // Only fetch a new block if the block position has changed
                try{
                        if(block == NULL || blockpos != blockpos_last){
@@ -436,7 +459,7 @@ void Map::spreadLight(enum LightBank bank,
                for(u16 i=0; i<6; i++){
                        // Get the position of the neighbor node
                        v3s16 n2pos = pos + dirs[i];
-                       
+
                        // Get the block where the node is located
                        v3s16 blockpos = getNodeBlockPos(n2pos);
 
@@ -456,12 +479,12 @@ void Map::spreadLight(enum LightBank bank,
                                {
                                        continue;
                                }
-                               
+
                                // Calculate relative position in block
                                v3s16 relpos = n2pos - blockpos * MAP_BLOCKSIZE;
                                // Get node straight from the block
                                MapNode n2 = block->getNode(relpos);
-                               
+
                                bool changed = false;
                                /*
                                        If the neighbor is brighter than the current node,
@@ -511,7 +534,7 @@ void Map::spreadLight(enum LightBank bank,
                        <<blockchangecount<<" times"
                        <<" for "<<from_nodes.size()<<" nodes"
                        <<std::endl;*/
-       
+
        if(lighted_nodes.size() > 0)
                spreadLight(bank, lighted_nodes, modified_blocks);
 }
@@ -538,7 +561,7 @@ v3s16 Map::getBrightestNeighbour(enum LightBank bank, v3s16 p)
                v3s16(0,-1,0), // bottom
                v3s16(-1,0,0), // left
        };
-       
+
        u8 brightest_light = 0;
        v3s16 brightest_pos(0,0,0);
        bool found_something = false;
@@ -564,7 +587,7 @@ v3s16 Map::getBrightestNeighbour(enum LightBank bank, v3s16 p)
 
        if(found_something == false)
                throw InvalidPositionException();
-               
+
        return brightest_pos;
 }
 
@@ -583,7 +606,7 @@ s16 Map::propagateSunlight(v3s16 start,
        for(; ; y--)
        {
                v3s16 pos(start.X, y, start.Z);
-               
+
                v3s16 blockpos = getNodeBlockPos(pos);
                MapBlock *block;
                try{
@@ -606,13 +629,13 @@ s16 Map::propagateSunlight(v3s16 start,
                }
                else
                {
-                       // Turn mud into grass
+                       /*// Turn mud into grass
                        if(n.d == CONTENT_MUD)
                        {
                                n.d = CONTENT_GRASS;
                                block->setNode(relpos, n);
                                modified_blocks.insert(blockpos, block);
-                       }
+                       }*/
 
                        // Sunlight goes no further
                        break;
@@ -627,31 +650,31 @@ void Map::updateLighting(enum LightBank bank,
 {
        /*m_dout<<DTIME<<"Map::updateLighting(): "
                        <<a_blocks.size()<<" blocks."<<std::endl;*/
-       
+
        //TimeTaker timer("updateLighting");
-       
+
        // For debugging
        //bool debug=true;
        //u32 count_was = modified_blocks.size();
-       
+
        core::map<v3s16, MapBlock*> blocks_to_update;
 
        core::map<v3s16, bool> light_sources;
-       
+
        core::map<v3s16, u8> unlight_from;
-               
+
        core::map<v3s16, MapBlock*>::Iterator i;
        i = a_blocks.getIterator();
        for(; i.atEnd() == false; i++)
        {
                MapBlock *block = i.getNode()->getValue();
-               
+
                for(;;)
                {
                        // Don't bother with dummy blocks.
                        if(block->isDummy())
                                break;
-               
+
                        v3s16 pos = block->getPos();
                        modified_blocks.insert(pos, block);
 
@@ -664,14 +687,14 @@ void Map::updateLighting(enum LightBank bank,
                        for(s16 x=0; x<MAP_BLOCKSIZE; x++)
                        for(s16 y=0; y<MAP_BLOCKSIZE; y++)
                        {
-                               
+
                                try{
                                        v3s16 p(x,y,z);
                                        MapNode n = block->getNode(v3s16(x,y,z));
                                        u8 oldlight = n.getLight(bank);
                                        n.setLight(bank, 0);
                                        block->setNode(v3s16(x,y,z), n);
-                                       
+
                                        // Collect borders for unlighting
                                        if(x==0 || x == MAP_BLOCKSIZE-1
                                        || y==0 || y == MAP_BLOCKSIZE-1
@@ -695,7 +718,7 @@ void Map::updateLighting(enum LightBank bank,
                                                        <<std::endl;
                                }
                        }
-                       
+
                        if(bank == LIGHTBANK_DAY)
                        {
                                bool bottom_valid = block->propagateSunlight(light_sources);
@@ -714,7 +737,7 @@ void Map::updateLighting(enum LightBank bank,
                                // Invalid lighting bank
                                assert(0);
                        }
-                               
+
                        /*dstream<<"Bottom for sunlight-propagated block ("
                                        <<pos.X<<","<<pos.Y<<","<<pos.Z<<") not valid"
                                        <<std::endl;*/
@@ -729,16 +752,35 @@ void Map::updateLighting(enum LightBank bank,
                        {
                                assert(0);
                        }
-                       
+
+               }
+       }
+       
+       /*
+               Enable this to disable proper lighting for speeding up map
+               generation for testing or whatever
+       */
+#if 0
+       //if(g_settings.get(""))
+       {
+               core::map<v3s16, MapBlock*>::Iterator i;
+               i = blocks_to_update.getIterator();
+               for(; i.atEnd() == false; i++)
+               {
+                       MapBlock *block = i.getNode()->getValue();
+                       v3s16 p = block->getPos();
+                       block->setLightingExpired(false);
                }
+               return;
        }
+#endif
 
 #if 0
        {
                TimeTaker timer("unspreadLight");
                unspreadLight(bank, unlight_from, light_sources, modified_blocks);
        }
-       
+
        if(debug)
        {
                u32 diff = modified_blocks.size() - count_was;
@@ -750,7 +792,7 @@ void Map::updateLighting(enum LightBank bank,
                TimeTaker timer("spreadLight");
                spreadLight(bank, light_sources, modified_blocks);
        }
-       
+
        if(debug)
        {
                u32 diff = modified_blocks.size() - count_was;
@@ -758,10 +800,10 @@ void Map::updateLighting(enum LightBank bank,
                dstream<<"spreadLight modified "<<diff<<std::endl;
        }
 #endif
-       
+
        {
                //MapVoxelManipulator vmanip(this);
-               
+
                // Make a manual voxel manipulator and load all the blocks
                // that touch the requested blocks
                ManualMapVoxelManipulator vmanip(this);
@@ -771,14 +813,14 @@ void Map::updateLighting(enum LightBank bank,
                {
                        MapBlock *block = i.getNode()->getValue();
                        v3s16 p = block->getPos();
-                       
+
                        // Add all surrounding blocks
                        vmanip.initialEmerge(p - v3s16(1,1,1), p + v3s16(1,1,1));
 
                        /*
                                Add all surrounding blocks that have up-to-date lighting
                                NOTE: This doesn't quite do the job (not everything
-                                     appropriate is lighted)
+                                         appropriate is lighted)
                        */
                        /*for(s16 z=-1; z<=1; z++)
                        for(s16 y=-1; y<=1; y++)
@@ -794,7 +836,7 @@ void Map::updateLighting(enum LightBank bank,
                                        continue;
                                vmanip.initialEmerge(p, p);
                        }*/
-                       
+
                        // Lighting of block will be updated completely
                        block->setLightingExpired(false);
                }
@@ -823,7 +865,7 @@ void Map::updateLighting(core::map<v3s16, MapBlock*> & a_blocks,
 {
        updateLighting(LIGHTBANK_DAY, a_blocks, modified_blocks);
        updateLighting(LIGHTBANK_NIGHT, a_blocks, modified_blocks);
-       
+
        /*
                Update information about whether day and night light differ
        */
@@ -837,9 +879,6 @@ void Map::updateLighting(core::map<v3s16, MapBlock*> & a_blocks,
 }
 
 /*
-       This is called after changing a node from transparent to opaque.
-       The lighting value of the node should be left as-is after changing
-       other values. This sets the lighting value to 0.
 */
 void Map::addNodeAndUpdate(v3s16 p, MapNode n,
                core::map<v3s16, MapBlock*> &modified_blocks)
@@ -847,7 +886,7 @@ void Map::addNodeAndUpdate(v3s16 p, MapNode n,
        /*PrintInfo(m_dout);
        m_dout<<DTIME<<"Map::addNodeAndUpdate(): p=("
                        <<p.X<<","<<p.Y<<","<<p.Z<<")"<<std::endl;*/
-       
+
        /*
                From this node to nodes underneath:
                If lighting is sunlight (1.0), unlight neighbours and
@@ -876,16 +915,16 @@ void Map::addNodeAndUpdate(v3s16 p, MapNode n,
        catch(InvalidPositionException &e)
        {
        }
-       
+
+#if 0
        /*
-               If the new node doesn't propagate sunlight and there is
-               grass below, change it to mud
+               If the new node is solid and there is grass below, change it to mud
        */
-       if(content_features(n.d).sunlight_propagates == false)
+       if(content_features(n.d).walkable == true)
        {
                try{
                        MapNode bottomnode = getNode(bottompos);
-                       
+
                        if(bottomnode.d == CONTENT_GRASS
                                        || bottomnode.d == CONTENT_GRASS_FOOTSTEPS)
                        {
@@ -897,7 +936,9 @@ void Map::addNodeAndUpdate(v3s16 p, MapNode n,
                {
                }
        }
+#endif
 
+#if 0
        /*
                If the new node is mud and it is under sunlight, change it
                to grass
@@ -906,6 +947,7 @@ void Map::addNodeAndUpdate(v3s16 p, MapNode n,
        {
                n.d = CONTENT_GRASS;
        }
+#endif
 
        /*
                Remove all light that has come out of this node
@@ -927,9 +969,9 @@ void Map::addNodeAndUpdate(v3s16 p, MapNode n,
                MapBlock * block = getBlockNoCreate(blockpos);
                assert(block != NULL);
                modified_blocks.insert(blockpos, block);
-               
+
                assert(isValidPosition(p));
-                       
+
                // Unlight neighbours of node.
                // This means setting light of all consequent dimmer nodes
                // to 0.
@@ -940,26 +982,46 @@ void Map::addNodeAndUpdate(v3s16 p, MapNode n,
                n.setLight(bank, 0);
        }
 
+       /*
+               If node lets sunlight through and is under sunlight, it has
+               sunlight too.
+       */
+       if(node_under_sunlight && content_features(n.d).sunlight_propagates)
+       {
+               n.setLight(LIGHTBANK_DAY, LIGHT_SUN);
+       }
+
        /*
                Set the node on the map
        */
-       
+
        setNode(p, n);
-       
+
+       /*
+               Add intial metadata
+       */
+
+       NodeMetadata *meta_proto = content_features(n.d).initial_metadata;
+       if(meta_proto)
+       {
+               NodeMetadata *meta = meta_proto->clone();
+               setNodeMetadata(p, meta);
+       }
+
        /*
-               If node is under sunlight, take all sunlighted nodes under
-               it and clear light from them and from where the light has
-               been spread.
+               If node is under sunlight and doesn't let sunlight through,
+               take all sunlighted nodes under it and clear light from them
+               and from where the light has been spread.
                TODO: This could be optimized by mass-unlighting instead
-                     of looping
+                         of looping
        */
-       if(node_under_sunlight)
+       if(node_under_sunlight && !content_features(n.d).sunlight_propagates)
        {
                s16 y = p.Y - 1;
                for(;; y--){
                        //m_dout<<DTIME<<"y="<<y<<std::endl;
                        v3s16 n2pos(p.X, y, p.Z);
-                       
+
                        MapNode n2;
                        try{
                                n2 = getNode(n2pos);
@@ -981,11 +1043,11 @@ void Map::addNodeAndUpdate(v3s16 p, MapNode n,
                                break;
                }
        }
-       
+
        for(s32 i=0; i<2; i++)
        {
                enum LightBank bank = banks[i];
-               
+
                /*
                        Spread light from all nodes that might be capable of doing so
                */
@@ -1022,13 +1084,13 @@ void Map::addNodeAndUpdate(v3s16 p, MapNode n,
                {
 
                v3s16 p2 = p + dirs[i];
-               
+
                MapNode n2 = getNode(p2);
-               if(content_liquid(n2.d))
+               if(content_liquid(n2.d) || n2.d == CONTENT_AIR)
                {
                        m_transforming_liquid.push_back(p2);
                }
-               
+
                }catch(InvalidPositionException &e)
                {
                }
@@ -1043,14 +1105,14 @@ void Map::removeNodeAndUpdate(v3s16 p,
        /*PrintInfo(m_dout);
        m_dout<<DTIME<<"Map::removeNodeAndUpdate(): p=("
                        <<p.X<<","<<p.Y<<","<<p.Z<<")"<<std::endl;*/
-       
+
        bool node_under_sunlight = true;
-       
+
        v3s16 toppos = p + v3s16(0,1,0);
 
        // Node will be replaced with this
        u8 replace_material = CONTENT_AIR;
-       
+
        /*
                If there is a node at top and it doesn't have sunlight,
                there will be no sunlight going down.
@@ -1075,7 +1137,7 @@ void Map::removeNodeAndUpdate(v3s16 p,
        for(s32 i=0; i<2; i++)
        {
                enum LightBank bank = banks[i];
-       
+
                /*
                        Unlight neighbors (in case the node is a light source)
                */
@@ -1084,6 +1146,12 @@ void Map::removeNodeAndUpdate(v3s16 p,
                                light_sources, modified_blocks);
        }
 
+       /*
+               Remove node metadata
+       */
+
+       removeNodeMetadata(p);
+
        /*
                Remove the node.
                This also clears the lighting.
@@ -1092,11 +1160,11 @@ void Map::removeNodeAndUpdate(v3s16 p,
        MapNode n;
        n.d = replace_material;
        setNode(p, n);
-       
+
        for(s32 i=0; i<2; i++)
        {
                enum LightBank bank = banks[i];
-       
+
                /*
                        Recalculate lighting
                */
@@ -1148,7 +1216,7 @@ void Map::removeNodeAndUpdate(v3s16 p,
        for(s32 i=0; i<2; i++)
        {
                enum LightBank bank = banks[i];
-       
+
                // Get the brightest neighbour node and propagate light from it
                v3s16 n2p = getBrightestNeighbour(bank, p);
                try{
@@ -1172,29 +1240,31 @@ void Map::removeNodeAndUpdate(v3s16 p,
        }
 
        /*
-               Add neighboring liquid nodes to transform queue.
+               Add neighboring liquid nodes and this node to transform queue.
+               (it's vital for the node itself to get updated last.)
        */
-       v3s16 dirs[6] = {
+       v3s16 dirs[7] = {
                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
+               v3s16(0,0,0), // self
        };
-       for(u16 i=0; i<6; i++)
+       for(u16 i=0; i<7; i++)
        {
                try
                {
 
                v3s16 p2 = p + dirs[i];
-               
+
                MapNode n2 = getNode(p2);
-               if(content_liquid(n2.d))
+               if(content_liquid(n2.d) || n2.d == CONTENT_AIR)
                {
                        m_transforming_liquid.push_back(p2);
                }
-               
+
                }catch(InvalidPositionException &e)
                {
                }
@@ -1318,9 +1388,14 @@ bool Map::dayNightDiffed(v3s16 blockpos)
 /*
        Updates usage timers
 */
-void Map::timerUpdate(float dtime)
+void Map::timerUpdate(float dtime, float unload_timeout,
+               core::list<v3s16> *unloaded_blocks)
 {
-       JMutexAutoLock lock(m_sector_mutex);
+       bool save_before_unloading = (mapType() == MAPTYPE_SERVER);
+       
+       core::list<v2s16> sector_deletion_queue;
+       u32 deleted_blocks_count = 0;
+       u32 saved_blocks_count = 0;
 
        core::map<v2s16, MapSector*>::Iterator si;
 
@@ -1328,79 +1403,135 @@ void Map::timerUpdate(float dtime)
        for(; si.atEnd() == false; si++)
        {
                MapSector *sector = si.getNode()->getValue();
-               sector->usage_timer += dtime;
+
+               bool all_blocks_deleted = true;
+
+               core::list<MapBlock*> blocks;
+               sector->getBlocks(blocks);
+               for(core::list<MapBlock*>::Iterator i = blocks.begin();
+                               i != blocks.end(); i++)
+               {
+                       MapBlock *block = (*i);
+                       
+                       block->incrementUsageTimer(dtime);
+                       
+                       if(block->getUsageTimer() > unload_timeout)
+                       {
+                               v3s16 p = block->getPos();
+
+                               // Save if modified
+                               if(block->getModified() != MOD_STATE_CLEAN
+                                               && save_before_unloading)
+                               {
+                                       saveBlock(block);
+                                       saved_blocks_count++;
+                               }
+
+                               // Delete from memory
+                               sector->deleteBlock(block);
+
+                               if(unloaded_blocks)
+                                       unloaded_blocks->push_back(p);
+
+                               deleted_blocks_count++;
+                       }
+                       else
+                       {
+                               all_blocks_deleted = false;
+                       }
+               }
+
+               if(all_blocks_deleted)
+               {
+                       sector_deletion_queue.push_back(si.getNode()->getKey());
+               }
+       }
+       
+       // Finally delete the empty sectors
+       deleteSectors(sector_deletion_queue);
+       
+       if(deleted_blocks_count != 0)
+       {
+               PrintInfo(dstream); // ServerMap/ClientMap:
+               dstream<<"Unloaded "<<deleted_blocks_count
+                               <<" blocks from memory";
+               if(save_before_unloading)
+                       dstream<<", of which "<<saved_blocks_count<<" were written";
+               dstream<<"."<<std::endl;
        }
 }
 
-void Map::deleteSectors(core::list<v2s16> &list, bool only_blocks)
+void Map::deleteSectors(core::list<v2s16> &list)
 {
-       /*
-               Wait for caches to be removed before continuing.
-               
-               This disables the existence of caches while locked
-       */
-       //SharedPtr<JMutexAutoLock> cachelock(m_blockcachelock.waitCaches());
-
        core::list<v2s16>::Iterator j;
        for(j=list.begin(); j!=list.end(); j++)
        {
                MapSector *sector = m_sectors[*j];
-               if(only_blocks)
-               {
-                       sector->deleteBlocks();
-               }
-               else
-               {
-                       /*
-                               If sector is in sector cache, remove it from there
-                       */
-                       if(m_sector_cache == sector)
-                       {
-                               m_sector_cache = NULL;
-                       }
-                       /*
-                               Remove from map and delete
-                       */
-                       m_sectors.remove(*j);
-                       delete sector;
-               }
+               // If sector is in sector cache, remove it from there
+               if(m_sector_cache == sector)
+                       m_sector_cache = NULL;
+               // Remove from map and delete
+               m_sectors.remove(*j);
+               delete sector;
        }
 }
 
-u32 Map::deleteUnusedSectors(float timeout, bool only_blocks,
+#if 0
+void Map::unloadUnusedData(float timeout,
                core::list<v3s16> *deleted_blocks)
 {
-       JMutexAutoLock lock(m_sector_mutex);
-
        core::list<v2s16> sector_deletion_queue;
-       core::map<v2s16, MapSector*>::Iterator i = m_sectors.getIterator();
-       for(; i.atEnd() == false; i++)
-       {
-               MapSector *sector = i.getNode()->getValue();
-               /*
-                       Delete sector from memory if it hasn't been used in a long time
-               */
-               if(sector->usage_timer > timeout)
+       u32 deleted_blocks_count = 0;
+       u32 saved_blocks_count = 0;
+
+       core::map<v2s16, MapSector*>::Iterator si = m_sectors.getIterator();
+       for(; si.atEnd() == false; si++)
+       {
+               MapSector *sector = si.getNode()->getValue();
+
+               bool all_blocks_deleted = true;
+
+               core::list<MapBlock*> blocks;
+               sector->getBlocks(blocks);
+               for(core::list<MapBlock*>::Iterator i = blocks.begin();
+                               i != blocks.end(); i++)
                {
-                       sector_deletion_queue.push_back(i.getNode()->getKey());
+                       MapBlock *block = (*i);
                        
-                       if(deleted_blocks != NULL)
+                       if(block->getUsageTimer() > timeout)
                        {
-                               // Collect positions of blocks of sector
-                               MapSector *sector = i.getNode()->getValue();
-                               core::list<MapBlock*> blocks;
-                               sector->getBlocks(blocks);
-                               for(core::list<MapBlock*>::Iterator i = blocks.begin();
-                                               i != blocks.end(); i++)
+                               // Save if modified
+                               if(block->getModified() != MOD_STATE_CLEAN)
                                {
-                                       deleted_blocks->push_back((*i)->getPos());
+                                       saveBlock(block);
+                                       saved_blocks_count++;
                                }
+                               // Delete from memory
+                               sector->deleteBlock(block);
+                               deleted_blocks_count++;
+                       }
+                       else
+                       {
+                               all_blocks_deleted = false;
                        }
                }
+
+               if(all_blocks_deleted)
+               {
+                       sector_deletion_queue.push_back(si.getNode()->getKey());
+               }
        }
-       deleteSectors(sector_deletion_queue, only_blocks);
-       return sector_deletion_queue.getSize();
+
+       deleteSectors(sector_deletion_queue);
+
+       dstream<<"Map: Unloaded "<<deleted_blocks_count<<" blocks from memory"
+                       <<", of which "<<saved_blocks_count<<" were wr."
+                       <<std::endl;
+
+       //return sector_deletion_queue.getSize();
+       //return deleted_blocks_count;
 }
+#endif
 
 void Map::PrintInfo(std::ostream &out)
 {
@@ -1409,6 +1540,17 @@ void Map::PrintInfo(std::ostream &out)
 
 #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);
@@ -1416,299 +1558,321 @@ void Map::transformLiquids(core::map<v3s16, MapBlock*> & modified_blocks)
 
        u32 loopcount = 0;
        u32 initial_size = m_transforming_liquid.size();
-       
+
        /*if(initial_size != 0)
                dstream<<"transformLiquids(): initial_size="<<initial_size<<std::endl;*/
 
        while(m_transforming_liquid.size() != 0)
        {
-               try
-               {
-
                /*
                        Get a queued transforming liquid node
                */
                v3s16 p0 = m_transforming_liquid.pop_front();
 
-               MapNode n0 = getNode(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;
+               MapNode n0 = getNodeNoEx(p0);
+                               
+               /*
+                       Collect information about current node
+                */
+               s8 liquid_level = -1;
+               u8 liquid_kind = CONTENT_IGNORE;
+               LiquidType liquid_type = content_features(n0.d).liquid_type;
+               switch (liquid_type) {
+                       case LIQUID_SOURCE:
+                               liquid_level = 8;
+                               liquid_kind = content_features(n0.d).liquid_alternative_flowing;
+                               break;
+                       case LIQUID_FLOWING:
+                               liquid_level = (n0.param2 & LIQUID_LEVEL_MASK);
+                               liquid_kind = n0.d;
+                               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.d != CONTENT_AIR)
+                                       continue;
+                               liquid_kind = CONTENT_AIR;
+                               break;
+               }
                
-               // 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++)
-                       {
-                               try
-                               {
-
-                               bool from_top = (i==0);
-
-                               v3s16 p2 = p0 + dirs_from[i];
-                               MapNode n2 = getNode(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;
+                       Collect information about the environment
+                */
+               v3s16 dirs[6] = {
+                       v3s16( 0, 1, 0), // top
+                       v3s16( 0,-1, 0), // bottom
+                       v3s16( 1, 0, 0), // right
+                       v3s16(-1, 0, 0), // left
+                       v3s16( 0, 0, 1), // back
+                       v3s16( 0, 0,-1), // front
+               };
+               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 0:
+                                       nt = NEIGHBOR_UPPER;
+                                       break;
+                               case 1:
+                                       nt = NEIGHBOR_LOWER;
+                                       break;
+                       }
+                       v3s16 npos = p0 + dirs[i];
+                       NodeNeighbor nb = {getNodeNoEx(npos), nt, npos};
+                       switch (content_features(nb.n.d).liquid_type) {
+                               case LIQUID_NONE:
+                                       if (nb.n.d == CONTENT_AIR) {
+                                               airs[num_airs++] = nb;
+                                               // 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;
                                        }
-                                       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;
-                                       
-                                       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;
+                                       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.d).liquid_alternative_flowing;
+                                       if (content_features(nb.n.d).liquid_alternative_flowing !=liquid_kind) {
+                                               neutrals[num_neutrals++] = nb;
+                                       } else {
+                                               sources[num_sources++] = nb;
                                        }
-                                       else if(n2_liquid_level > 0)
-                                       {
-                                               new_liquid_level = n2_liquid_level - 1;
+                                       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.d).liquid_alternative_flowing;
+                                       if (content_features(nb.n.d).liquid_alternative_flowing != liquid_kind) {
+                                               neutrals[num_neutrals++] = nb;
+                                       } else {
+                                               flows[num_flows++] = nb;
+                                               if (nb.t == NEIGHBOR_LOWER)
+                                                       flowing_down = true;
                                        }
-
-                                       if(new_liquid_level > new_liquid_level_max)
-                                               new_liquid_level_max = new_liquid_level;
-                               }
-
-                               }catch(InvalidPositionException &e)
-                               {
-                               }
-                       } //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);
+                                       break;
+                       }
+               }
+               
+               /*
+                       decide on the type (and possibly level) of the current node
+                */
+               u8 new_node_content;
+               s8 new_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;
+                       new_node_level = 7;
+               } 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 > new_node_level) {
+                                                       new_node_level = 7;
+                                                       if (nb_liquid_level + WATER_DROP_BOOST < 7)
+                                                               new_node_level = nb_liquid_level + WATER_DROP_BOOST;
+                                               }
+                                               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 > new_node_level) {
+                                                       new_node_level = nb_liquid_level - 1;
+                                               }
+                                               break;
                                }
-                               
-                               /*
-                                       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++)
-                               {
-                                       try
-                                       {
-
-                                       v3s16 p2 = p0 + dirs[i];
-                                       
-                                       MapNode n2 = getNode(p2);
-                                       if(content_flowing_liquid(n2.d))
-                                       {
-                                               m_transforming_liquid.push_back(p2);
-                                       }
-                                       
-                                       }catch(InvalidPositionException &e)
-                                       {
+                       }
+                       // don't flow as far in open terrain - if there isn't at least one adjacent solid block,
+                       // substract another unit from the resulting water level.
+                       if (!flowing_down && new_node_level >= 1) {
+                               bool at_wall = false;
+                               for (u16 i = 0; i < num_neutrals; i++) {
+                                       if (neutrals[i].t == NEIGHBOR_SAME_LEVEL) {
+                                               at_wall = true;
+                                               break;
                                        }
                                }
+                               if (!at_wall)
+                                       new_node_level -= 1;
                        }
+                       
+                       if (new_node_level >= 0)
+                               new_node_content = liquid_kind;
+                       else
+                               new_node_content = CONTENT_AIR;
                }
                
-               // Get a new one from queue if the node has turned into non-water
-               if(content_liquid(n0.d) == false)
+               /*
+                       check if anything has changed. if not, just continue with the next node.
+                */
+               if (new_node_content == n0.d && (content_features(n0.d).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;
-
+               
+               
                /*
-                       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++)
-               {
-                       try
-                       {
-
-                       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 = getNode(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;
+                       update the current node
+                */
+               bool flow_down_enabled = (flowing_down && ((n0.param2 & LIQUID_FLOW_DOWN_MASK) != LIQUID_FLOW_DOWN_MASK));
+               n0.d = new_node_content;
+               if (content_features(n0.d).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 {
+                       n0.param2 = 0;
+               }
+               setNode(p0, n0);
+               v3s16 blockpos = getNodeBlockPos(p0);
+               MapBlock *block = getBlockNoCreateNoEx(blockpos);
+               if(block != NULL)
+                       modified_blocks.insert(blockpos, block);
+               
+               /*
+                       enqueue neighbors for update if neccessary
+                */
+               switch (content_features(n0.d).liquid_type) {
+                       case LIQUID_SOURCE:
+                               // 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;
+                       case LIQUID_FLOWING:
+                               for (u16 i = 0; i < num_flows; i++) {
+                                       u8 flow_level = (flows[i].n.param2 & LIQUID_LEVEL_MASK);
+                                       // liquid_level is still the ORIGINAL level of this node.
+                                       if (flows[i].t != NEIGHBOR_UPPER && ((flow_level < liquid_level || flow_level < new_node_level) ||
+                                               flow_down_enabled))
+                                               m_transforming_liquid.push_back(flows[i].p);
                                }
-                               else
-                               {
-                                       if(liquid_next_level > liquid_level)
-                                       {
-                                               n2.param2 = liquid_next_level;
-                                               setNode(p2, n2);
-
-                                               n2_changed = true;
-                                               flowed = true;
-                                       }
+                               for (u16 i = 0; i < num_airs; i++) {
+                                       if (airs[i].t != NEIGHBOR_UPPER && (airs[i].t == NEIGHBOR_LOWER || new_node_level > 0))
+                                               m_transforming_liquid.push_back(airs[i].p);
                                }
-                       }
-                       else if(n2.d == CONTENT_AIR)
-                       {
-                               n2.d = nonsource_c;
-                               n2.param2 = liquid_next_level;
-                               setNode(p2, n2);
-                               
-                               n2_changed = true;
-                               flowed = true;
-                       }
-                       
-                       //dstream<<"[2] n2.param="<<(int)n2.param<<std::endl;
-
-                       if(n2_changed)
-                       {
-                               m_transforming_liquid.push_back(p2);
-                               
-                               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;
-                               
-                       }catch(InvalidPositionException &e)
-                       {
-                       }
                }
-
+               
                loopcount++;
-               if(loopcount >= initial_size * 1 || loopcount >= 1000)
+               //if(loopcount >= 100000)
+               if(loopcount >= initial_size * 10) {
                        break;
-                       
-               }catch(InvalidPositionException &e)
-               {
                }
        }
        //dstream<<"Map::transformLiquids(): loopcount="<<loopcount<<std::endl;
 }
 
+NodeMetadata* Map::getNodeMetadata(v3s16 p)
+{
+       v3s16 blockpos = getNodeBlockPos(p);
+       v3s16 p_rel = p - blockpos*MAP_BLOCKSIZE;
+       MapBlock *block = getBlockNoCreateNoEx(blockpos);
+       if(block == NULL)
+       {
+               dstream<<"WARNING: Map::setNodeMetadata(): Block not found"
+                               <<std::endl;
+               return NULL;
+       }
+       NodeMetadata *meta = block->m_node_metadata.get(p_rel);
+       return meta;
+}
+
+void Map::setNodeMetadata(v3s16 p, NodeMetadata *meta)
+{
+       v3s16 blockpos = getNodeBlockPos(p);
+       v3s16 p_rel = p - blockpos*MAP_BLOCKSIZE;
+       MapBlock *block = getBlockNoCreateNoEx(blockpos);
+       if(block == NULL)
+       {
+               dstream<<"WARNING: Map::setNodeMetadata(): Block not found"
+                               <<std::endl;
+               return;
+       }
+       block->m_node_metadata.set(p_rel, meta);
+}
+
+void Map::removeNodeMetadata(v3s16 p)
+{
+       v3s16 blockpos = getNodeBlockPos(p);
+       v3s16 p_rel = p - blockpos*MAP_BLOCKSIZE;
+       MapBlock *block = getBlockNoCreateNoEx(blockpos);
+       if(block == NULL)
+       {
+               dstream<<"WARNING: Map::removeNodeMetadata(): Block not found"
+                               <<std::endl;
+               return;
+       }
+       block->m_node_metadata.remove(p_rel);
+}
+
+void Map::nodeMetadataStep(float dtime,
+               core::map<v3s16, MapBlock*> &changed_blocks)
+{
+       /*
+               NOTE:
+               Currently there is no way to ensure that all the necessary
+               blocks are loaded when this is run. (They might get unloaded)
+               NOTE: ^- Actually, that might not be so. In a quick test it
+               reloaded a block with a furnace when I walked back to it from
+               a distance.
+       */
+       core::map<v2s16, MapSector*>::Iterator si;
+       si = m_sectors.getIterator();
+       for(; si.atEnd() == false; si++)
+       {
+               MapSector *sector = si.getNode()->getValue();
+               core::list< MapBlock * > sectorblocks;
+               sector->getBlocks(sectorblocks);
+               core::list< MapBlock * >::Iterator i;
+               for(i=sectorblocks.begin(); i!=sectorblocks.end(); i++)
+               {
+                       MapBlock *block = *i;
+                       bool changed = block->m_node_metadata.step(dtime);
+                       if(changed)
+                               changed_blocks[block->getPos()] = block;
+               }
+       }
+}
+
 /*
        ServerMap
 */
 
 ServerMap::ServerMap(std::string savedir):
        Map(dout_server),
-       m_seed(0)
+       m_seed(0),
+       m_map_metadata_changed(true)
 {
-       
-       //m_chunksize = 64;
-       //m_chunksize = 16; // Too slow
+       dstream<<__FUNCTION_NAME<<std::endl;
+
        //m_chunksize = 8; // Takes a few seconds
-       m_chunksize = 4; // Too small?
-       //m_chunksize = 2;
-       
-       // TODO: Save to and load from a file
+
        m_seed = (((u64)(myrand()%0xffff)<<0)
                        + ((u64)(myrand()%0xffff)<<16)
                        + ((u64)(myrand()%0xffff)<<32)
@@ -1717,17 +1881,17 @@ ServerMap::ServerMap(std::string savedir):
        /*
                Experimental and debug stuff
        */
-       
+
        {
        }
-       
+
        /*
                Try to load map; if not found, create a new one.
        */
 
        m_savedir = savedir;
        m_map_saving_enabled = false;
-       
+
        try
        {
                // If directory exists, check contents and load if possible
@@ -1742,15 +1906,27 @@ ServerMap::ServerMap(std::string savedir):
                        }
                        else
                        {
-                               // Load map metadata (seed, chunksize)
-                               loadMapMeta();
-                               
-                               // Load chunk metadata
-                               loadChunkMeta();
-                       
-                               /*// Load sector (0,0) and throw and exception on fail
-                               if(loadSectorFull(v2s16(0,0)) == false)
-                                       throw LoadError("Failed to load sector (0,0)");*/
+                               try{
+                                       // Load map metadata (seed, chunksize)
+                                       loadMapMeta();
+                               }
+                               catch(FileNotGoodException &e){
+                                       dstream<<DTIME<<"WARNING: Could not load map metadata"
+                                                       //<<" Disabling chunk-based generator."
+                                                       <<std::endl;
+                                       //m_chunksize = 0;
+                               }
+
+                               /*try{
+                                       // Load chunk metadata
+                                       loadChunkMeta();
+                               }
+                               catch(FileNotGoodException &e){
+                                       dstream<<DTIME<<"WARNING: Could not load chunk metadata."
+                                                       <<" Disabling chunk-based generator."
+                                                       <<std::endl;
+                                       m_chunksize = 0;
+                               }*/
 
                                /*dstream<<DTIME<<"Server: Successfully loaded chunk "
                                                "metadata and sector (0,0) from "<<savedir<<
@@ -1781,7 +1957,7 @@ ServerMap::ServerMap(std::string savedir):
        }
 
        dstream<<DTIME<<"INFO: Initializing new map."<<std::endl;
-       
+
        // Create zero sector
        emergeSector(v2s16(0,0));
 
@@ -1791,11 +1967,12 @@ ServerMap::ServerMap(std::string savedir):
 
 ServerMap::~ServerMap()
 {
+       dstream<<__FUNCTION_NAME<<std::endl;
+
        try
        {
                if(m_map_saving_enabled)
                {
-                       //save(false);
                        // Save only changed parts
                        save(true);
                        dstream<<DTIME<<"Server: saved map to "<<m_savedir<<std::endl;
@@ -1810,7 +1987,8 @@ ServerMap::~ServerMap()
                dstream<<DTIME<<"Server: Failed to save map to "<<m_savedir
                                <<", exception: "<<e.what()<<std::endl;
        }
-       
+
+#if 0
        /*
                Free all MapChunks
        */
@@ -1820,3251 +1998,410 @@ ServerMap::~ServerMap()
                MapChunk *chunk = i.getNode()->getValue();
                delete chunk;
        }
+#endif
 }
 
-/*
-       Some helper functions for the map generator
-*/
-
-s16 find_ground_level(VoxelManipulator &vmanip, v2s16 p2d)
-{
-       v3s16 em = vmanip.m_area.getExtent();
-       s16 y_nodes_max = vmanip.m_area.MaxEdge.Y;
-       s16 y_nodes_min = vmanip.m_area.MinEdge.Y;
-       u32 i = vmanip.m_area.index(v3s16(p2d.X, y_nodes_max, p2d.Y));
-       s16 y;
-       for(y=y_nodes_max; y>=y_nodes_min; y--)
-       {
-               MapNode &n = vmanip.m_data[i];
-               if(content_walkable(n.d))
-                       break;
-                       
-               vmanip.m_area.add_y(em, i, -1);
-       }
-       if(y >= y_nodes_min)
-               return y;
-       else
-               return y_nodes_min;
-}
-
-s16 find_ground_level_clever(VoxelManipulator &vmanip, v2s16 p2d)
-{
-       v3s16 em = vmanip.m_area.getExtent();
-       s16 y_nodes_max = vmanip.m_area.MaxEdge.Y;
-       s16 y_nodes_min = vmanip.m_area.MinEdge.Y;
-       u32 i = vmanip.m_area.index(v3s16(p2d.X, y_nodes_max, p2d.Y));
-       s16 y;
-       for(y=y_nodes_max; y>=y_nodes_min; y--)
-       {
-               MapNode &n = vmanip.m_data[i];
-               if(content_walkable(n.d)
-                               && n.d != CONTENT_TREE
-                               && n.d != CONTENT_LEAVES)
-                       break;
-                       
-               vmanip.m_area.add_y(em, i, -1);
-       }
-       if(y >= y_nodes_min)
-               return y;
-       else
-               return y_nodes_min;
-}
-
-void make_tree(VoxelManipulator &vmanip, v3s16 p0)
+void ServerMap::initBlockMake(mapgen::BlockMakeData *data, v3s16 blockpos)
 {
-       MapNode treenode(CONTENT_TREE);
-       MapNode leavesnode(CONTENT_LEAVES);
-
-       vmanip.emerge(VoxelArea(p0-v3s16(2,0,2),p0+v3s16(2,7+2,2)));
-
-       s16 trunk_h = myrand_range(4, 7);
-       v3s16 p1 = p0;
-       for(s16 ii=0; ii<trunk_h; ii++)
-       {
-               if(vmanip.m_area.contains(p1))
-                       vmanip.m_data[vmanip.m_area.index(p1)] = treenode;
-               p1.Y++;
-       }
-       
-       // p1 is now the last piece of the trunk
-       p1.Y -= 1;
-
-       VoxelArea leaves_a(v3s16(-2,-2,-2), v3s16(2,2,2));
-       //SharedPtr<u8> leaves_d(new u8[leaves_a.getVolume()]);
-       Buffer<u8> leaves_d(leaves_a.getVolume());
-       for(s32 i=0; i<leaves_a.getVolume(); i++)
-               leaves_d[i] = 0;
+       /*dstream<<"initBlockMake(): ("<<blockpos.X<<","<<blockpos.Y<<","
+                       <<blockpos.Z<<")"<<std::endl;*/
        
-       // Force leaves at near the end of the trunk
+       // Do nothing if not inside limits (+-1 because of neighbors)
+       if(blockpos_over_limit(blockpos - v3s16(1,1,1)) ||
+               blockpos_over_limit(blockpos + v3s16(1,1,1)))
        {
-               s16 d = 1;
-               for(s16 z=-d; z<=d; z++)
-               for(s16 y=-d; y<=d; y++)
-               for(s16 x=-d; x<=d; x++)
-               {
-                       leaves_d[leaves_a.index(v3s16(x,y,z))] = 1;
-               }
+               data->no_op = true;
+               return;
        }
        
-       // Add leaves randomly
-       for(u32 iii=0; iii<7; iii++)
-       {
-               s16 d = 1;
+       data->no_op = false;
+       data->seed = m_seed;
+       data->blockpos = blockpos;
 
-               v3s16 p(
-                       myrand_range(leaves_a.MinEdge.X, leaves_a.MaxEdge.X-d),
-                       myrand_range(leaves_a.MinEdge.Y, leaves_a.MaxEdge.Y-d),
-                       myrand_range(leaves_a.MinEdge.Z, leaves_a.MaxEdge.Z-d)
-               );
-               
-               for(s16 z=0; z<=d; z++)
-               for(s16 y=0; y<=d; y++)
-               for(s16 x=0; x<=d; x++)
-               {
-                       leaves_d[leaves_a.index(p+v3s16(x,y,z))] = 1;
-               }
-       }
-       
-       // Blit leaves to vmanip
-       for(s16 z=leaves_a.MinEdge.Z; z<=leaves_a.MaxEdge.Z; z++)
-       for(s16 y=leaves_a.MinEdge.Y; y<=leaves_a.MaxEdge.Y; y++)
-       for(s16 x=leaves_a.MinEdge.X; x<=leaves_a.MaxEdge.X; x++)
+       /*
+               Create the whole area of this and the neighboring blocks
+       */
        {
-               v3s16 p(x,y,z);
-               p += p1;
-               if(vmanip.m_area.contains(p) == false)
-                       continue;
-               u32 vi = vmanip.m_area.index(p);
-               if(vmanip.m_data[vi].d != CONTENT_AIR)
-                       continue;
-               u32 i = leaves_a.index(x,y,z);
-               if(leaves_d[i] == 1)
-                       vmanip.m_data[vi] = leavesnode;
-       }
-}
+               //TimeTaker timer("initBlockMake() create area");
+               
+               for(s16 x=-1; x<=1; x++)
+               for(s16 z=-1; z<=1; z++)
+               {
+                       v2s16 sectorpos(blockpos.X+x, blockpos.Z+z);
+                       // Sector metadata is loaded from disk if not already loaded.
+                       ServerMapSector *sector = createSector(sectorpos);
+                       assert(sector);
 
-/*
-       Noise functions. Make sure seed is mangled differently in each one.
-*/
+                       for(s16 y=-1; y<=1; y++)
+                       {
+                               //MapBlock *block = createBlock(blockpos);
+                               // 1) get from memory, 2) load from disk
+                               MapBlock *block = emergeBlock(blockpos, false);
+                               // 3) create a blank one
+                               if(block == NULL)
+                                       block = createBlock(blockpos);
 
-// Amount of trees per area in nodes
-double tree_amount_2d(u64 seed, v2s16 p)
-{
-       double noise = noise2d_perlin(
-                       0.5+(float)p.X/250, 0.5+(float)p.Y/250,
-                       seed+2, 5, 0.66);
-       double zeroval = -0.3;
-       if(noise < zeroval)
-               return 0;
-       else
-               return 0.04 * (noise-zeroval) / (1.0-zeroval);
-}
+                               // Lighting will not be valid after make_chunk is called
+                               block->setLightingExpired(true);
+                               // Lighting will be calculated
+                               //block->setLightingExpired(false);
 
-#define AVERAGE_MUD_AMOUNT 4.0
+                               /*
+                                       Block gets sunlight if this is true.
 
-double get_mud_amount(u64 seed, v2f p)
-{
-       return ((float)AVERAGE_MUD_AMOUNT + 3.0 * noise2d_perlin(
-                       0.5+p.X/200, 0.5+p.Y/200,
-                       seed+1, 5, 0.65));
-}
+                                       This should be set to true when the top side of a block
+                                       is completely exposed to the sky.
+                               */
+                               block->setIsUnderground(false);
+                       }
+               }
+       }
+       
+       /*
+               Now we have a big empty area.
 
-bool get_have_sand(u64 seed, v2f p)
-{
-       double sandnoise = noise2d_perlin(
-                       0.5+(float)p.X/500, 0.5+(float)p.Y/500,
-                       seed+59420, 3, 0.50);
-       return (sandnoise > -0.15);
-}
+               Make a ManualMapVoxelManipulator that contains this and the
+               neighboring blocks
+       */
+       
+       // The area that contains this block and it's neighbors
+       v3s16 bigarea_blocks_min = blockpos - v3s16(1,1,1);
+       v3s16 bigarea_blocks_max = blockpos + v3s16(1,1,1);
+       
+       data->vmanip = new ManualMapVoxelManipulator(this);
+       //data->vmanip->setMap(this);
 
-// -1->0, 0->1, 1->0
-double contour(double v)
-{
-       v = fabs(v);
-       if(v >= 1.0)
-               return 0.0;
-       return (1.0-v);
-}
+       // Add the area
+       {
+               //TimeTaker timer("initBlockMake() initialEmerge");
+               data->vmanip->initialEmerge(bigarea_blocks_min, bigarea_blocks_max);
+       }
 
-// -1->0, -r->1, 0->1, r->1, 1->0
-double contour_flat_top(double v, double r)
-{
-       v = fabs(v);
-       if(v >= 1.0)
-               return 0.0;
-       double rmax = 0.999;
-       if(r >= rmax)
-               r = rmax;
-       if(v <= r)
-               return 1.0;
-       v -= r;
-       return ((1.0-r)-v) / (1.0-r);
-       //return easeCurve(((1.0-r)-v) / (1.0-r));
+       // Data is ready now.
 }
 
-double base_rock_level_2d(u64 seed, v2f p)
+MapBlock* ServerMap::finishBlockMake(mapgen::BlockMakeData *data,
+               core::map<v3s16, MapBlock*> &changed_blocks)
 {
-       // The ground level (return value)
-       double h = WATER_LEVEL-1.5;
-       
-       // Raises from 0 when parameter is -1...1
-       /*double m2 = contour_flat_top(-0.8 + 2.0 * noise2d_perlin(
-                       0.0+(float)p.X/1500., 0.0+(float)p.Y/1500.,
-                       (seed>>32)+34758, 5, 0.55), 0.10);*/
-       /*double m2 = 1.0;
-       if(m2 > 0.0001)
-       {
-               // HUGE mountains
-               double m1 = 200.0 + 300.0 * noise2d_perlin(
-                               0.0+(float)p.X/1000., 0.0+(float)p.Y/1000.,
-                               (seed>>32)+98525, 8, 0.5);
-               h += m1 * m2;
-               //h += 30 * m2;
-       }*/
-
-       /*double tm2 = contour_flat_top(-1.0 + 3.0 * noise2d_perlin(
-                       0.0+(float)p.X/300., 0.0+(float)p.Y/300.,
-                       (seed>>32)+78593, 5, 0.55), 0.15);
-       h += 30 * tm2;*/
-
-#if 0
-       {
-               // Large mountains
-               double m3 = 100.0 - 600.0 * noise2d_perlin_abs(
-                               0.324+(float)p.X/2000., 0.423+(float)p.Y/2000.,
-                               (seed>>32)+985251, 9, 0.55);
-               if(m3 > h)
-                       h = m3;
-       }
-#endif
+       v3s16 blockpos = data->blockpos;
+       /*dstream<<"finishBlockMake(): ("<<blockpos.X<<","<<blockpos.Y<<","
+                       <<blockpos.Z<<")"<<std::endl;*/
 
-#if 0
+       if(data->no_op)
        {
-               // More mountain ranges
-               double d = 100;
-               double a1 = d*2.0 - d*7 * noise2d_perlin_abs(
-                               0.5+(float)p.X/1000., 0.5+(float)p.Y/1000.,
-                               seed+850342, 7, 0.55);
-               /*if(a1 > d)
-                       a1 = d + sqrt(a1-d);*/
-               a1 = (1.0 - exp(-a1/d))*d;
-               /*if(a1 > h)
-                       h = a1;*/
-               if(a1 > 0)
-                       h += a1;
+               //dstream<<"finishBlockMake(): no-op"<<std::endl;
+               return NULL;
        }
-#endif
 
-#if 0
-       {
-               // More mountain ranges
-               double d = 60;
-               double a1 = d*2.0 - d*7 * noise2d_perlin_abs(
-                               0.5+(float)p.X/1000., 0.5+(float)p.Y/1000.,
-                               seed+850342, 7, 0.55);
-               /*if(a1 > d)
-                       a1 = d + sqrt(a1-d);*/
-               a1 = (1.0 - exp(-a1/d))*d;
-               /*if(a1 > h)
-                       h = a1;*/
-               if(a1 > 0)
-                       h += a1;
-       }
-#endif
+       bool enable_mapgen_debug_info = g_settings.getBool("enable_mapgen_debug_info");
 
-#if 0
-       {
-               // Very steep mountain ranges
-               double d = 120;
-               double a1 = d*2 - d*6.5 * noise2d_perlin_abs(
-                               0.5+(float)p.X/500., 0.5+(float)p.Y/500.,
-                               seed+850342, 6, 0.6);
-               /*if(a1 > d)
-                       a1 = d + sqrt(a1-d);*/
-               a1 = (1.0 - exp(-a1/d))*d;
-               /*if(a1 > h)
-                       h = a1;*/
-               if(a1 > 0)
-                       h += a1;
-               /*double a = noise2d_perlin_abs(
-                               0.94+(float)p.X/2000., 0.26+(float)p.Y/2000.,
-                               (seed>>32)+65012102, 8, 0.50);
-               double m4 = 100.0 - 400.0 * a;
-               if(m4 > h)
-                       h = m4;*/
-       }
-#endif
+       /*dstream<<"Resulting vmanip:"<<std::endl;
+       data->vmanip.print(dstream);*/
        
        /*
-               The sutff before this comment is usually not used.
-               The stuff after this comment is usually used.
+               Blit generated stuff to map
+               NOTE: blitBackAll adds nearly everything to changed_blocks
        */
-
-#if 1
        {
-               // Pretty neat looking mountains
-               double m4 = 100.0 - 400.0 * noise2d_perlin_abs(
-                               0.324+(float)p.X/2000., 0.423+(float)p.Y/2000.,
-                               (seed>>32)+65012102, 7, 0.6);
-               if(m4 > h)
-                       h = m4;
+               // 70ms @cs=8
+               //TimeTaker timer("finishBlockMake() blitBackAll");
+               data->vmanip->blitBackAll(&changed_blocks);
        }
-#endif
 
-#if 1
-       // Some kind of hill chains or something
-       {
-               double a1 = 30 - 130. * noise2d_perlin_abs(
-                               0.5+(float)p.X/500., 0.5+(float)p.Y/500.,
-                               seed+850342, 6, 0.63);
-               double d = 15;
-               if(a1 > d)
-                       a1 = d + sqrt(a1-d);
-               /*if(a1 > h)
-                       h = a1;*/
-               if(a1 > 0)
-                       h += a1;
-       }
-#endif
+       if(enable_mapgen_debug_info)
+               dstream<<"finishBlockMake: changed_blocks.size()="
+                               <<changed_blocks.size()<<std::endl;
 
-#if 1
-       double base = -2. + 30. * noise2d_perlin(
-                       0.5+(float)p.X/1000., 0.5+(float)p.Y/1000.,
-                       (seed>>32)+653876, 7, 0.6);
-#else
-       double base = 0;
-#endif
-       
-#if 1
        /*
-               Combined with turbulence, this thing here is able to make very
-               awesome terrain, albeit rarely.
+               Copy transforming liquid information
        */
-
-       double higher = 40. * noise2d_perlin(
-                       0.5+(float)p.X/250., 0.5+(float)p.Y/250.,
-                       seed+39292, 6, 0.50);
-       /*double higher = 50. * noise2d_perlin_abs(
-                       0.5+(float)p.X/250., 0.5+(float)p.Y/250.,
-                       seed+85039, 5, 0.63);*/
-       //higher = 25;
-
-       if(higher > base)
-       {
-               // Steepness factor of cliffs
-               double b = 1.0 + 1.0 * noise2d_perlin(
-                               0.5+(float)p.X/250., 0.5+(float)p.Y/250.,
-                               seed-932, 6, 0.7);
-               b = rangelim(b, 0.0, 1000.0);
-#if 1
-               b = pow(b, 5);
-               b *= 16;
-               b = rangelim(b, 3.0, 1000.0);
-               //dstream<<"b="<<b<<std::endl;
-               //double b = 20;
-               // Offset to more low
-               //double a_off = -0.30;
-               double a_off = -0.20;
-               // High/low selector
-               double a = (double)0.5 + b * (a_off + noise2d_perlin(
-                               0.5+(float)p.X/500., 0.5+(float)p.Y/500.,
-                               seed-359, 7, 0.70));
-#endif
-#if 0
-               /*b = pow(b, 5);
-               b *= 2;
-               b = rangelim(b, 3.0, 20.0);*/
-               //b = 10.0;
-               double a = -1.5 + 5.0 * (noise2d_perlin_abs(
-                               0.5+(float)p.X/500., 0.5+(float)p.Y/500.,
-                               seed-359, 6, 0.6));
-               a *= 3.0;
-               /*double a = 5.0 * (noise2d_perlin(
-                               0.5+(float)p.X/250., 0.5+(float)p.Y/250.,
-                               seed-359, 5, 0.6));*/
-               //a = contour_flat_top(a, 0.2);
-#endif
-               // Limit
-               a = rangelim(a, 0.0, 1.0);
-               a = easeCurve(a);
-
-               //dstream<<"a="<<a<<std::endl;
-
-               /*double h2 = higher * a;
-               if(h2 > h)
-                       h = h2;*/
-               
-               h += base*(1.0-a) + higher*a;
-       }
-       else
-       {
-               h += base;
-       }
-#else
-       h += base;
-#endif
-
-       return h;
-}
-
-double base_rock_level_2d(u64 seed, v2s16 p)
-{
-       return base_rock_level_2d(seed, v2f((float)p.X, (float)p.Y));
-}
-
-v2f base_ground_turbulence(u64 seed, v3f p)
-{
-#if 1
-       double f = 20;
-
-#if 1
-       // Cut off at a minimum height
+       while(data->transforming_liquid.size() > 0)
        {
-               double d = 5;
-               double min = WATER_LEVEL;
-               if(p.Y < min)
-                       return v2f(0,0);
-               else if(p.Y < min + d)
-                       f *= ((p.Y-min)/d);
+               v3s16 p = data->transforming_liquid.pop_front();
+               m_transforming_liquid.push_back(p);
        }
-#endif
-
-#if 1
-       double vv = 0.75 + 1.0 * noise3d_perlin(
-                       0.5+p.X/250,
-                       0.5+p.Y/250,
-                       0.5+p.Z/250,
-                       seed+1324381, 4, 0.5);
-       double vve = rangelim(vv, 0.0, 1.0);
-       /*double vv = 1.0 - 2.0 * noise3d_perlin_abs(
-                       0.5+p.X/250,
-                       0.5+p.Y/250,
-                       0.5+p.Z/250,
-                       seed+1324031, 4, 0.5);
-       double vve = 1.0 - exp(-MYMAX(0, vv*2.0));*/
-       //double vve = rangelim(vv, 0, 1.0);
-       //dstream<<"vve="<<vve<<std::endl;
        
-       /*// Limit turbulence near water level
-       double a = contour((p.Y-WATER_LEVEL)/10.0);
-       vve = (1.-a) * vve;*/
+       /*
+               Get central block
+       */
+       MapBlock *block = getBlockNoCreateNoEx(data->blockpos);
+       assert(block);
 
-       // Increase turbulence in elevated heights
-       double ah = WATER_LEVEL + 40;
-       if(p.Y > ah)
-       {
-               vve *= p.Y/ah;
-       }
-#else
-       double vve = 1;
-#endif
+       /*
+               Set is_underground flag for lighting with sunlight
+       */
 
-       double v1 = f * noise3d_perlin(
-                       0.5+p.X/200,
-                       0.5+p.Y/200,
-                       0.5+p.Z/200,
-                       seed+4045, 6, 0.7);
-
-       double v2 = f * noise3d_perlin(
-                       0.5+p.X/200,
-                       0.5+p.Y/200,
-                       0.5+p.Z/200,
-                       seed+9495, 6, 0.7);
-       
-       return v2f(v1*vve, v2*vve);
-#else
-       return v2f(0,0);
-#endif
-}
+       block->setIsUnderground(mapgen::block_is_underground(data->seed, blockpos));
 
-bool is_carved(u64 seed, v3f p)
-{
-#if 1
-       double v1 = noise3d_perlin_abs(
-                       0.5+p.X/200,
-                       0.5+p.Y/200,
-                       0.5+p.Z/200,
-                       seed+657890854, 5, 0.7);
-       
-       if(v1 > 1.45)
-               return true;
-#endif
+       /*
+               Add sunlight to central block.
+               This makes in-dark-spawning monsters to not flood the whole thing.
+               Do not spread the light, though.
+       */
+       /*core::map<v3s16, bool> light_sources;
+       bool black_air_left = false;
+       block->propagateSunlight(light_sources, true, &black_air_left);*/
 
-       double f = 10.0;
-       double y_div = 1.5;
-
-       double v4 = contour(f*noise3d_perlin(
-                       0.5+p.X/200,
-                       0.5+p.Y/200*y_div,
-                       0.5+p.Z/200,
-                       seed+87592, 5, 0.7));
-       // Tilted 90 degrees
-       double v5 = contour(f*noise3d_perlin(
-                       0.5+p.X/200,
-                       0.5+p.Z/200,
-                       0.5+p.Y/200*y_div,
-                       seed+98594, 5, 0.7));
-       
-       double v45 = v4*v5;
-       if(v45 > 2.5/f)
-               return true;
-       
-       return false;
-}
+       /*
+               NOTE: Lighting and object adding shouldn't really be here, but
+               lighting is a bit tricky to move properly to makeBlock.
+               TODO: Do this the right way anyway, that is, move it to makeBlock.
+                     - There needs to be some way for makeBlock to report back if
+                           the lighting update is going further down because of the
+                               new block blocking light
+       */
 
-bool is_underground_mud(u64 seed, v3f p)
-{
-       double v1 = noise3d_perlin_abs(
-                       0.5+p.X/50,
-                       0.5+p.Y/50,
-                       0.5+p.Z/50,
-                       seed+83401, 5, 0.75);
-       return (v1 > 1.3);
-}
-       
-/*
-       if depth_guess!=NULL, it is set to a guessed value of how deep
-       underground the position is.
-*/
-bool is_base_ground(u64 seed, v3f p, double *depth_guess=NULL)
-{
-#if 0
-       // This is used for testing the output of the cave function
-       {
-               if(depth_guess)
-                       *depth_guess = 10;
-               if(p.Y > 50)
-                       return false;
-               return is_carved(seed, p);
-       }
-#endif
-#if 0
-       // This is used for testing the output of the underground mud function
+       /*
+               Update lighting
+               NOTE: This takes ~60ms, TODO: Investigate why
+       */
        {
-               if(depth_guess)
-                       *depth_guess = 10;
-               if(p.Y > 50)
-                       return false;
-               return is_underground_mud(seed, p);
-       }
-#endif
-
-       bool is_ground = true;
+               TimeTaker t("finishBlockMake lighting update");
 
+               core::map<v3s16, MapBlock*> lighting_update_blocks;
 #if 1
-       if(is_carved(seed, p))
-               is_ground = false;
+               // Center block
+               lighting_update_blocks.insert(block->getPos(), block);
 #endif
-       
-       if(depth_guess || is_ground == true)
-       {
-               v2f t = base_ground_turbulence(seed, p);
-
-               double surface_y_f = base_rock_level_2d(seed, v2f(p.X+t.X, p.Z+t.Y));
-
 #if 0
-               if(depth_guess)
-               {
-                       // Find highest surface near current
-                       v3f dirs[4] = {
-                               v3f(1,0,0),
-                               v3f(-1,0,0),
-                               v3f(0,0,1),
-                               v3f(0,0,-1)
-                       };
-                       double s2 = surface_y_f;
-                       for(u32 i=0; i<4; i++)
-                       {
-                               v3f dir = dirs[i];
-                               // Get turbulence at around there
-                               v2f t2 = base_ground_turbulence(seed, p+dir);
-                               // Get ground height
-                               v2f l = v2f(p.X+t2.X+dir.X, p.Z+t2.Y+dir.Z);
-                               double s = base_rock_level_2d(seed, l);
-                               if(s > s2)
-                                       s2 = s;
-                       }
-                       *depth_guess = s2 - p.Y;
-               }
-#endif
-#if 1
-               if(depth_guess)
+               // All modified blocks
+               // NOTE: Should this be done? If this is not done, then the lighting
+               // of the others will be updated in a different place, one by one, i
+               // think... or they might not? Well, at least they are left marked as
+               // "lighting expired"; it seems that is not handled at all anywhere,
+               // so enabling this will slow it down A LOT because otherwise it
+               // would not do this at all. This causes the black trees.
+               for(core::map<v3s16, MapBlock*>::Iterator
+                               i = changed_blocks.getIterator();
+                               i.atEnd() == false; i++)
                {
-                       // Check a bit lower also, take highest surface
-                       v2f t2 = base_ground_turbulence(seed, p + v3f(0,-2,0));
-                       double s2 = base_rock_level_2d(seed, v2f(p.X+t2.X, p.Z+t2.Y));
-                       if(s2 > surface_y_f)
-                               *depth_guess = s2 - p.Y;
-                       else
-                               *depth_guess = surface_y_f - p.Y;
+                       lighting_update_blocks.insert(i.getNode()->getKey(),
+                                       i.getNode()->getValue());
                }
 #endif
-#if 0
-               if(depth_guess)
-                       *depth_guess = surface_y_f - p.Y;
-#endif
+               updateLighting(lighting_update_blocks, changed_blocks);
 
-               if(p.Y > surface_y_f)
-                       is_ground = false;
+               if(enable_mapgen_debug_info == false)
+                       t.stop(true); // Hide output
        }
-       
-       /*if(depth_guess)
-       {
-               // Guess surface point
-               v3f p2(p.X, surface_y_f, p.Z);
-               v2f t2 = base_ground_turbulence
-               double u1 = 
-               double s1 = base_rock_level_2d(seed, v2f(p.X+v1,p.Z+v2));
-       }*/
-
-       return is_ground;
-}
-
-#define VMANIP_FLAG_DUNGEON VOXELFLAG_CHECKED1
-
-/*
-       This is the main map generation method
-*/
-
-MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
-               core::map<v3s16, MapBlock*> &changed_blocks,
-               bool force)
-{
-       DSTACK(__FUNCTION_NAME);
 
-       // Shall be not used now
-       //assert(0);
-
-#if 0
+       /*
+               Add random objects to block
+       */
+       mapgen::add_random_objects(block);
 
        /*
-               Don't generate if already fully generated
+               Go through changed blocks
        */
-       if(force == false)
+       for(core::map<v3s16, MapBlock*>::Iterator i = changed_blocks.getIterator();
+                       i.atEnd() == false; i++)
        {
-               MapChunk *chunk = getChunk(chunkpos);
-               if(chunk != NULL && chunk->getGenLevel() == GENERATED_FULLY)
-               {
-                       dstream<<"generateChunkRaw(): Chunk "
-                                       <<"("<<chunkpos.X<<","<<chunkpos.Y<<")"
-                                       <<" already generated"<<std::endl;
-                       return chunk;
-               }
+               MapBlock *block = i.getNode()->getValue();
+               assert(block);
+               /*
+                       Update day/night difference cache of the MapBlocks
+               */
+               block->updateDayNightDiff();
+               /*
+                       Set block as modified
+               */
+               block->raiseModified(MOD_STATE_WRITE_NEEDED);
        }
 
-       dstream<<"generateChunkRaw(): Generating chunk "
-                       <<"("<<chunkpos.X<<","<<chunkpos.Y<<")"
-                       <<std::endl;
-       
-       TimeTaker timer("generateChunkRaw()");
+       /*
+               Set central block as generated
+       */
+       block->setGenerated(true);
        
-       // The distance how far into the neighbors the generator is allowed to go.
-       s16 max_spread_amount_sectors = 2;
-       assert(max_spread_amount_sectors <= m_chunksize);
-       s16 max_spread_amount = max_spread_amount_sectors * MAP_BLOCKSIZE;
+       /*
+               Save changed parts of map
+               NOTE: Will be saved later.
+       */
+       //save(true);
 
-       // Minimum amount of space left on sides for mud to fall in
-       //s16 min_mud_fall_space = 2;
+       /*dstream<<"finishBlockMake() done for ("<<blockpos.X<<","<<blockpos.Y<<","
+                       <<blockpos.Z<<")"<<std::endl;*/
        
-       // Maximum diameter of stone obstacles in X and Z
-       /*s16 stone_obstacle_max_size = (max_spread_amount-min_mud_fall_space)*2;
-       assert(stone_obstacle_max_size/2 <= max_spread_amount-min_mud_fall_space);*/
+       return block;
+}
+
+ServerMapSector * ServerMap::createSector(v2s16 p2d)
+{
+       DSTACKF("%s: p2d=(%d,%d)",
+                       __FUNCTION_NAME,
+                       p2d.X, p2d.Y);
        
-       s16 y_blocks_min = -4;
-       s16 y_blocks_max = 3;
-       s16 h_blocks = y_blocks_max - y_blocks_min + 1;
-       s16 y_nodes_min = y_blocks_min * MAP_BLOCKSIZE;
-       s16 y_nodes_max = y_blocks_max * MAP_BLOCKSIZE + MAP_BLOCKSIZE - 1;
-
-       v2s16 sectorpos_base = chunk_to_sector(chunkpos);
-       s16 sectorpos_base_size = m_chunksize;
-
-       /*v2s16 sectorpos_bigbase = chunk_to_sector(chunkpos - v2s16(1,1));
-       s16 sectorpos_bigbase_size = m_chunksize * 3;*/
-       v2s16 sectorpos_bigbase =
-                       sectorpos_base - v2s16(1,1) * max_spread_amount_sectors;
-       s16 sectorpos_bigbase_size =
-                       sectorpos_base_size + 2 * max_spread_amount_sectors;
-
-       v3s16 bigarea_blocks_min(
-               sectorpos_bigbase.X,
-               y_blocks_min,
-               sectorpos_bigbase.Y
-       );
-
-       v3s16 bigarea_blocks_max(
-               sectorpos_bigbase.X + sectorpos_bigbase_size - 1,
-               y_blocks_max,
-               sectorpos_bigbase.Y + sectorpos_bigbase_size - 1
-       );
+       /*
+               Check if it exists already in memory
+       */
+       ServerMapSector *sector = (ServerMapSector*)getSectorNoGenerateNoEx(p2d);
+       if(sector != NULL)
+               return sector;
        
-       // Relative values to control amount of stuff in one chunk
-       /*u32 relative_area = (u32)sectorpos_base_size*MAP_BLOCKSIZE
-                       *(u32)sectorpos_base_size*MAP_BLOCKSIZE;*/
-       u32 relative_volume = (u32)sectorpos_base_size*MAP_BLOCKSIZE
-                       *(u32)sectorpos_base_size*MAP_BLOCKSIZE
-                       *(u32)h_blocks*MAP_BLOCKSIZE;
-               
        /*
-               The limiting edges of the lighting update, inclusive.
+               Try to load it from disk (with blocks)
        */
-       s16 lighting_min_d = 0-max_spread_amount;
-       s16 lighting_max_d = sectorpos_base_size*MAP_BLOCKSIZE+max_spread_amount-1;
+       //if(loadSectorFull(p2d) == true)
 
        /*
-               Create the whole area of this and the neighboring chunks
+               Try to load metadata from disk
        */
+       if(loadSectorMeta(p2d) == true)
        {
-               TimeTaker timer("generateChunkRaw() create area");
-               
-               for(s16 x=0; x<sectorpos_bigbase_size; x++)
-               for(s16 z=0; z<sectorpos_bigbase_size; z++)
+               ServerMapSector *sector = (ServerMapSector*)getSectorNoGenerateNoEx(p2d);
+               if(sector == NULL)
                {
-                       v2s16 sectorpos = sectorpos_bigbase + v2s16(x,z);
-                       ServerMapSector *sector = createSector(sectorpos);
-                       assert(sector);
-
-                       for(s16 y=y_blocks_min; y<=y_blocks_max; y++)
-                       {
-                               v3s16 blockpos(sectorpos.X, y, sectorpos.Y);
-                               MapBlock *block = createBlock(blockpos);
-
-                               // Lighting won't be calculated
-                               //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.
-
-                                       Actually this doesn't matter now because the
-                                       initial lighting is done here.
-                               */
-                               block->setIsUnderground(y != y_blocks_max);
-                       }
+                       dstream<<"ServerMap::createSector(): loadSectorFull didn't make a sector"<<std::endl;
+                       throw InvalidPositionException("");
                }
+               return sector;
        }
-       
-       /*
-               Now we have a big empty area.
 
-               Make a ManualMapVoxelManipulator that contains this and the
-               neighboring chunks
+       /*
+               Do not create over-limit
        */
-
-       ManualMapVoxelManipulator vmanip(this);
-       // Add the area we just generated
-       {
-               TimeTaker timer("generateChunkRaw() initialEmerge");
-               vmanip.initialEmerge(bigarea_blocks_min, bigarea_blocks_max);
-       }
-
-       // Clear all flags
-       vmanip.clearFlag(0xff);
-
-       TimeTaker timer_generate("generateChunkRaw() generate");
-
-       // Maximum height of the stone surface and obstacles.
-       // This is used to disable dungeon generation from going too high.
-       s16 stone_surface_max_y = 0;
+       if(p2d.X < -MAP_GENERATION_LIMIT / MAP_BLOCKSIZE
+       || p2d.X > MAP_GENERATION_LIMIT / MAP_BLOCKSIZE
+       || p2d.Y < -MAP_GENERATION_LIMIT / MAP_BLOCKSIZE
+       || p2d.Y > MAP_GENERATION_LIMIT / MAP_BLOCKSIZE)
+               throw InvalidPositionException("createSector(): pos. over limit");
 
        /*
-               Generate general ground level to full area
+               Generate blank sector
        */
-       
-       {
-       // 22ms @cs=8
-       TimeTaker timer1("ground level");
-       dstream<<"Generating base ground..."<<std::endl;
-
-       for(s16 x=0; x<sectorpos_bigbase_size*MAP_BLOCKSIZE; x++)
-       for(s16 z=0; z<sectorpos_bigbase_size*MAP_BLOCKSIZE; z++)
-       {
-               // Node position
-               v2s16 p2d = sectorpos_bigbase*MAP_BLOCKSIZE + v2s16(x,z);
-               
-               /*
-                       Skip if already generated
-               */
-               {
-                       v3s16 p(p2d.X, y_nodes_min, p2d.Y);
-                       if(vmanip.m_data[vmanip.m_area.index(p)].d != CONTENT_AIR)
-                               continue;
-               }
-
-               v2f p2df(p2d.X, p2d.Y);
-
-               {
-                       // Use fast index incrementing
-                       v3s16 em = vmanip.m_area.getExtent();
-                       s16 min = y_nodes_min;
-                       s16 max = y_nodes_max;
-                       /*s16 min = -10;
-                       s16 max = 20;*/
-                       //float surface_y_f = base_rock_level_2d(m_seed, p2df);
-                       u32 i = vmanip.m_area.index(v3s16(p2d.X, min, p2d.Y));
-                       for(s16 y=min; y<=max; y++)
-                       {
-#if 1
-                               bool is = is_base_ground(m_seed, v3f(p2df.X,y,p2df.Y));
-                               if(is)
-                                       vmanip.m_data[i].d = CONTENT_STONE;
-                               else
-                                       vmanip.m_data[i].d = CONTENT_AIR;
-#endif
-#if 0
-                               double v = noise3d_perlin(
-                                               0.5+(float)p2d.X/200,
-                                               0.5+(float)y/200,
-                                               0.5+(float)p2d.Y/200,
-                                               m_seed+293, 6, 0.55);
-                               if(v > 0.0)
-                                       vmanip.m_data[i].d = CONTENT_STONE;
-                               else
-                                       vmanip.m_data[i].d = CONTENT_AIR;
-#endif
-#if 0
-                               /*double v1 = 5 * noise3d_perlin(
-                                               0.5+(float)p2df.X/200,
-                                               0.5+(float)y/200,
-                                               0.5+(float)p2df.Y/200,
-                                               m_seed+293, 6, 0.55);
-
-                               double v2 = 5 * noise3d_perlin(
-                                               0.5+(float)p2df.X/200,
-                                               0.5+(float)y/200,
-                                               0.5+(float)p2df.Y/200,
-                                               m_seed+293, 6, 0.55);*/
-
-                               double v1 = 0;
-                               double v2 = 0;
-
-                               float surface_y_f = base_rock_level_2d(m_seed, p2df+v2f(v1,v2));
-
-                               if(y <= surface_y_f)
-                                       vmanip.m_data[i].d = CONTENT_STONE;
-                               else
-                                       vmanip.m_data[i].d = CONTENT_AIR;
-#endif
-
-                               vmanip.m_area.add_y(em, i, 1);
-                       }
-               }
-
-#if 0
-               // Node position
-               v2s16 p2d = sectorpos_bigbase*MAP_BLOCKSIZE + v2s16(x,z);
-
-               /*
-                       Skip if already generated
-               */
-               {
-                       v3s16 p(p2d.X, y_nodes_min, p2d.Y);
-                       if(vmanip.m_data[vmanip.m_area.index(p)].d != CONTENT_AIR)
-                               continue;
-               }
-
-               // Ground height at this point
-               float surface_y_f = 0.0;
-
-               // Use perlin noise for ground height
-               surface_y_f = base_rock_level_2d(m_seed, p2d);
-               
-               /*// Experimental stuff
-               {
-                       float a = highlands_level_2d(m_seed, p2d);
-                       if(a > surface_y_f)
-                               surface_y_f = a;
-               }*/
-
-               // Convert to integer
-               s16 surface_y = (s16)surface_y_f;
-               
-               // Log it
-               if(surface_y > stone_surface_max_y)
-                       stone_surface_max_y = surface_y;
-
-               /*
-                       Fill ground with stone
-               */
-               {
-                       // Use fast index incrementing
-                       v3s16 em = vmanip.m_area.getExtent();
-                       u32 i = vmanip.m_area.index(v3s16(p2d.X, y_nodes_min, p2d.Y));
-                       for(s16 y=y_nodes_min; y<surface_y && y<=y_nodes_max; y++)
-                       {
-                               vmanip.m_data[i].d = CONTENT_STONE;
-
-                               vmanip.m_area.add_y(em, i, 1);
-                       }
-               }
-#endif
-       }
-       
-       }//timer1
-
-       /*
-               Randomize some parameters
-       */
-       
-       s32 stone_obstacle_count = 0;
-       /*s32 stone_obstacle_count =
-                       rangelim((1.0+noise2d(m_seed+897,
-                       sectorpos_base.X, sectorpos_base.Y))/2.0 * 30, 0, 100000);*/
-       
-       s16 stone_obstacle_max_height = 0;
-       /*s16 stone_obstacle_max_height =
-                       rangelim((1.0+noise2d(m_seed+5902,
-                       sectorpos_base.X, sectorpos_base.Y))/2.0 * 30, 0, 100000);*/
-
-       /*
-               Loop this part, it will make stuff look older and newer nicely
-       */
-       u32 age_count = 2;
-       for(u32 i_age=0; i_age<age_count; i_age++)
-       { // Aging loop
-
-       {
-       // 8ms @cs=8
-       //TimeTaker timer1("stone obstacles");
-
-       /*
-               Add some random stone obstacles
-       */
-       
-       for(s32 ri=0; ri<stone_obstacle_count; ri++)
-       {
-               // Randomize max height so usually stuff will be quite low
-               s16 maxheight_randomized = myrand_range(0, stone_obstacle_max_height);
-
-               //s16 stone_obstacle_max_size = sectorpos_base_size * MAP_BLOCKSIZE - 10;
-               s16 stone_obstacle_max_size = MAP_BLOCKSIZE*4-4;
-
-               v3s16 ob_size(
-                       myrand_range(5, stone_obstacle_max_size),
-                       myrand_range(0, maxheight_randomized),
-                       myrand_range(5, stone_obstacle_max_size)
-               );
-               
-               // Don't make stupid small rectangle bumps
-               if(ob_size.Y < 5)
-                       continue;
-               
-               v2s16 ob_place(
-                       myrand_range(1+ob_size.X/2+2,
-                                       sectorpos_base_size*MAP_BLOCKSIZE-1-1-ob_size.X/2-2),
-                       myrand_range(1+ob_size.Z/2+2,
-                                       sectorpos_base_size*MAP_BLOCKSIZE-1-1-ob_size.Z/2-2)
-               );
-               
-               // Minimum space left on top of the obstacle
-               s16 min_head_space = 12;
-               
-               for(s16 x=-ob_size.X/2; x<ob_size.X/2; x++)
-               for(s16 z=-ob_size.Z/2; z<ob_size.Z/2; z++)
-               {
-                       // Node position in 2d
-                       v2s16 p2d = sectorpos_base*MAP_BLOCKSIZE + ob_place + v2s16(x,z);
-                       
-                       // Find stone ground level
-                       // (ignore everything else than mud in already generated chunks)
-                       // and mud amount over the stone level
-                       s16 surface_y = 0;
-                       s16 mud_amount = 0;
-                       {
-                               v3s16 em = vmanip.m_area.getExtent();
-                               u32 i = vmanip.m_area.index(v3s16(p2d.X, y_nodes_max, p2d.Y));
-                               s16 y;
-                               // Go to ground level
-                               for(y=y_nodes_max; y>=y_nodes_min; y--)
-                               {
-                                       MapNode *n = &vmanip.m_data[i];
-                                       /*if(content_walkable(n.d)
-                                                       && n.d != CONTENT_MUD
-                                                       && n.d != CONTENT_GRASS)
-                                               break;*/
-                                       if(n->d == CONTENT_STONE)
-                                               break;
-                                       
-                                       if(n->d == CONTENT_MUD || n->d == CONTENT_GRASS)
-                                       {
-                                               mud_amount++;
-                                               /*
-                                                       Change to mud because otherwise we might
-                                                       be throwing mud on grass at the next
-                                                       step
-                                               */
-                                               n->d = CONTENT_MUD;
-                                       }
-                                               
-                                       vmanip.m_area.add_y(em, i, -1);
-                               }
-                               if(y >= y_nodes_min)
-                                       surface_y = y;
-                               else
-                                       surface_y = y_nodes_min;
-                       }
-
-
-                       /*
-                               Add stone on ground
-                       */
-                       {
-                               v3s16 em = vmanip.m_area.getExtent();
-                               s16 y_start = surface_y+1;
-                               u32 i = vmanip.m_area.index(v3s16(p2d.X, y_start, p2d.Y));
-                               s16 y;
-                               // Add stone
-                               s16 count = 0;
-                               for(y=y_start; y<=y_nodes_max - min_head_space; y++)
-                               {
-                                       MapNode &n = vmanip.m_data[i];
-                                       n.d = CONTENT_STONE;
-
-                                       if(y > stone_surface_max_y)
-                                               stone_surface_max_y = y;
-
-                                       count++;
-                                       if(count >= ob_size.Y)
-                                               break;
-                                               
-                                       vmanip.m_area.add_y(em, i, 1);
-                               }
-                               // Add mud
-                               count = 0;
-                               for(; y<=y_nodes_max - min_head_space; y++)
-                               {
-                                       MapNode &n = vmanip.m_data[i];
-                                       n.d = CONTENT_MUD;
-                                       count++;
-                                       if(count >= mud_amount)
-                                               break;
-                                               
-                                       vmanip.m_area.add_y(em, i, 1);
-                               }
-                       }
-
-               }
-       }
-
-       }//timer1
-       {
-       // 24ms @cs=8
-       //TimeTaker timer1("dungeons");
-
-       /*
-               Make dungeons
-       */
-       u32 dungeons_count = relative_volume / 600000;
-       u32 bruises_count = relative_volume * stone_surface_max_y / 40000000;
-       if(stone_surface_max_y < WATER_LEVEL)
-               bruises_count = 0;
-       /*u32 dungeons_count = 0;
-       u32 bruises_count = 0;*/
-       for(u32 jj=0; jj<dungeons_count+bruises_count; jj++)
-       {
-               s16 min_tunnel_diameter = 2;
-               s16 max_tunnel_diameter = 6;
-               u16 tunnel_routepoints = 25;
-               
-               bool bruise_surface = (jj < bruises_count);
-
-               if(bruise_surface)
-               {
-                       min_tunnel_diameter = 5;
-                       max_tunnel_diameter = myrand_range(10, 20);
-                       /*min_tunnel_diameter = MYMAX(0, stone_surface_max_y/6);
-                       max_tunnel_diameter = myrand_range(MYMAX(0, stone_surface_max_y/6), MYMAX(0, stone_surface_max_y/2));*/
-                       
-                       /*s16 tunnel_rou = rangelim(25*(0.5+1.0*noise2d(m_seed+42,
-                                       sectorpos_base.X, sectorpos_base.Y)), 0, 15);*/
-
-                       tunnel_routepoints = 5;
-               }
-
-               // Allowed route area size in nodes
-               v3s16 ar(
-                       sectorpos_base_size*MAP_BLOCKSIZE,
-                       h_blocks*MAP_BLOCKSIZE,
-                       sectorpos_base_size*MAP_BLOCKSIZE
-               );
-
-               // Area starting point in nodes
-               v3s16 of(
-                       sectorpos_base.X*MAP_BLOCKSIZE,
-                       y_blocks_min*MAP_BLOCKSIZE,
-                       sectorpos_base.Y*MAP_BLOCKSIZE
-               );
-
-               // Allow a bit more
-               //(this should be more than the maximum radius of the tunnel)
-               //s16 insure = 5; // Didn't work with max_d = 20
-               s16 insure = 10;
-               s16 more = max_spread_amount - max_tunnel_diameter/2 - insure;
-               ar += v3s16(1,0,1) * more * 2;
-               of -= v3s16(1,0,1) * more;
-               
-               s16 route_y_min = 0;
-               // Allow half a diameter + 7 over stone surface
-               s16 route_y_max = -of.Y + stone_surface_max_y + max_tunnel_diameter/2 + 7;
-
-               /*// If dungeons, don't go through surface too often
-               if(bruise_surface == false)
-                       route_y_max -= myrand_range(0, max_tunnel_diameter*2);*/
-
-               // Limit maximum to area
-               route_y_max = rangelim(route_y_max, 0, ar.Y-1);
-
-               if(bruise_surface)
-               {
-                       /*// Minimum is at y=0
-                       route_y_min = -of.Y - 0;*/
-                       // Minimum is at y=max_tunnel_diameter/4
-                       //route_y_min = -of.Y + max_tunnel_diameter/4;
-                       //s16 min = -of.Y + max_tunnel_diameter/4;
-                       s16 min = -of.Y + 0;
-                       route_y_min = myrand_range(min, min + max_tunnel_diameter);
-                       route_y_min = rangelim(route_y_min, 0, route_y_max);
-               }
-
-               /*dstream<<"route_y_min = "<<route_y_min
-                               <<", route_y_max = "<<route_y_max<<std::endl;*/
-
-               s16 route_start_y_min = route_y_min;
-               s16 route_start_y_max = route_y_max;
-
-               // Start every 2nd dungeon from surface
-               bool coming_from_surface = (jj % 2 == 0 && bruise_surface == false);
-
-               if(coming_from_surface)
-               {
-                       route_start_y_min = -of.Y + stone_surface_max_y + 5;
-               }
-               
-               route_start_y_min = rangelim(route_start_y_min, 0, ar.Y-1);
-               route_start_y_max = rangelim(route_start_y_max, 0, ar.Y-1);
-
-               // Randomize starting position
-               v3f orp(
-                       (float)(myrand()%ar.X)+0.5,
-                       (float)(myrand_range(route_start_y_min, route_start_y_max))+0.5,
-                       (float)(myrand()%ar.Z)+0.5
-               );
-
-               MapNode airnode(CONTENT_AIR);
-               
-               /*
-                       Generate some tunnel starting from orp
-               */
-               
-               for(u16 j=0; j<tunnel_routepoints; j++)
-               {
-                       // Randomize size
-                       s16 min_d = min_tunnel_diameter;
-                       s16 max_d = max_tunnel_diameter;
-                       s16 rs = myrand_range(min_d, max_d);
-                       
-                       v3s16 maxlen;
-                       if(bruise_surface)
-                       {
-                               maxlen = v3s16(rs*7,rs*7,rs*7);
-                       }
-                       else
-                       {
-                               maxlen = v3s16(15, myrand_range(1, 20), 15);
-                       }
-
-                       v3f vec;
-                       
-                       if(coming_from_surface && j < 3)
-                       {
-                               vec = v3f(
-                                       (float)(myrand()%(maxlen.X*2))-(float)maxlen.X,
-                                       (float)(myrand()%(maxlen.Y*1))-(float)maxlen.Y,
-                                       (float)(myrand()%(maxlen.Z*2))-(float)maxlen.Z
-                               );
-                       }
-                       else
-                       {
-                               vec = v3f(
-                                       (float)(myrand()%(maxlen.X*2))-(float)maxlen.X,
-                                       (float)(myrand()%(maxlen.Y*2))-(float)maxlen.Y,
-                                       (float)(myrand()%(maxlen.Z*2))-(float)maxlen.Z
-                               );
-                       }
-
-                       v3f rp = orp + vec;
-                       if(rp.X < 0)
-                               rp.X = 0;
-                       else if(rp.X >= ar.X)
-                               rp.X = ar.X-1;
-                       if(rp.Y < route_y_min)
-                               rp.Y = route_y_min;
-                       else if(rp.Y >= route_y_max)
-                               rp.Y = route_y_max-1;
-                       if(rp.Z < 0)
-                               rp.Z = 0;
-                       else if(rp.Z >= ar.Z)
-                               rp.Z = ar.Z-1;
-                       vec = rp - orp;
-
-                       for(float f=0; f<1.0; f+=1.0/vec.getLength())
-                       {
-                               v3f fp = orp + vec * f;
-                               v3s16 cp(fp.X, fp.Y, fp.Z);
-
-                               s16 d0 = -rs/2;
-                               s16 d1 = d0 + rs - 1;
-                               for(s16 z0=d0; z0<=d1; z0++)
-                               {
-                                       //s16 si = rs - MYMAX(0, abs(z0)-rs/4);
-                                       s16 si = rs - MYMAX(0, abs(z0)-rs/7);
-                                       for(s16 x0=-si; x0<=si-1; x0++)
-                                       {
-                                               s16 maxabsxz = MYMAX(abs(x0), abs(z0));
-                                               //s16 si2 = rs - MYMAX(0, maxabsxz-rs/4);
-                                               s16 si2 = rs - MYMAX(0, maxabsxz-rs/7);
-                                               //s16 si2 = rs - abs(x0);
-                                               for(s16 y0=-si2+1+2; y0<=si2-1; y0++)
-                                               {
-                                                       s16 z = cp.Z + z0;
-                                                       s16 y = cp.Y + y0;
-                                                       s16 x = cp.X + x0;
-                                                       v3s16 p(x,y,z);
-                                                       /*if(isInArea(p, ar) == false)
-                                                               continue;*/
-                                                       // Check only height
-                                                       if(y < 0 || y >= ar.Y)
-                                                               continue;
-                                                       p += of;
-                                                       
-                                                       //assert(vmanip.m_area.contains(p));
-                                                       if(vmanip.m_area.contains(p) == false)
-                                                       {
-                                                               dstream<<"WARNING: "<<__FUNCTION_NAME
-                                                                               <<":"<<__LINE__<<": "
-                                                                               <<"point not in area"
-                                                                               <<std::endl;
-                                                               continue;
-                                                       }
-                                                       
-                                                       // Just set it to air, it will be changed to
-                                                       // water afterwards
-                                                       u32 i = vmanip.m_area.index(p);
-                                                       vmanip.m_data[i] = airnode;
-
-                                                       if(bruise_surface == false)
-                                                       {
-                                                               // Set tunnel flag
-                                                               vmanip.m_flags[i] |= VMANIP_FLAG_DUNGEON;
-                                                       }
-                                               }
-                                       }
-                               }
-                       }
-
-                       orp = rp;
-               }
-       
-       }
-
-       }//timer1
-       {
-       // 46ms @cs=8
-       //TimeTaker timer1("ore veins");
-
-       /*
-               Make ore veins
-       */
-       for(u32 jj=0; jj<relative_volume/1000; jj++)
-       {
-               s16 max_vein_diameter = 3;
-
-               // Allowed route area size in nodes
-               v3s16 ar(
-                       sectorpos_base_size*MAP_BLOCKSIZE,
-                       h_blocks*MAP_BLOCKSIZE,
-                       sectorpos_base_size*MAP_BLOCKSIZE
-               );
-
-               // Area starting point in nodes
-               v3s16 of(
-                       sectorpos_base.X*MAP_BLOCKSIZE,
-                       y_blocks_min*MAP_BLOCKSIZE,
-                       sectorpos_base.Y*MAP_BLOCKSIZE
-               );
-
-               // Allow a bit more
-               //(this should be more than the maximum radius of the tunnel)
-               s16 insure = 3;
-               s16 more = max_spread_amount - max_vein_diameter/2 - insure;
-               ar += v3s16(1,0,1) * more * 2;
-               of -= v3s16(1,0,1) * more;
-               
-               // Randomize starting position
-               v3f orp(
-                       (float)(myrand()%ar.X)+0.5,
-                       (float)(myrand()%ar.Y)+0.5,
-                       (float)(myrand()%ar.Z)+0.5
-               );
-
-               // Randomize mineral
-               u8 mineral;
-               if(myrand()%3 != 0)
-                       mineral = MINERAL_COAL;
-               else
-                       mineral = MINERAL_IRON;
-
-               /*
-                       Generate some vein starting from orp
-               */
-
-               for(u16 j=0; j<2; j++)
-               {
-                       /*v3f rp(
-                               (float)(myrand()%ar.X)+0.5,
-                               (float)(myrand()%ar.Y)+0.5,
-                               (float)(myrand()%ar.Z)+0.5
-                       );
-                       v3f vec = rp - orp;*/
-                       
-                       v3s16 maxlen(5, 5, 5);
-                       v3f vec(
-                               (float)(myrand()%(maxlen.X*2))-(float)maxlen.X,
-                               (float)(myrand()%(maxlen.Y*2))-(float)maxlen.Y,
-                               (float)(myrand()%(maxlen.Z*2))-(float)maxlen.Z
-                       );
-                       v3f rp = orp + vec;
-                       if(rp.X < 0)
-                               rp.X = 0;
-                       else if(rp.X >= ar.X)
-                               rp.X = ar.X;
-                       if(rp.Y < 0)
-                               rp.Y = 0;
-                       else if(rp.Y >= ar.Y)
-                               rp.Y = ar.Y;
-                       if(rp.Z < 0)
-                               rp.Z = 0;
-                       else if(rp.Z >= ar.Z)
-                               rp.Z = ar.Z;
-                       vec = rp - orp;
-
-                       // Randomize size
-                       s16 min_d = 0;
-                       s16 max_d = max_vein_diameter;
-                       s16 rs = myrand_range(min_d, max_d);
-                       
-                       for(float f=0; f<1.0; f+=1.0/vec.getLength())
-                       {
-                               v3f fp = orp + vec * f;
-                               v3s16 cp(fp.X, fp.Y, fp.Z);
-                               s16 d0 = -rs/2;
-                               s16 d1 = d0 + rs - 1;
-                               for(s16 z0=d0; z0<=d1; z0++)
-                               {
-                                       s16 si = rs - abs(z0);
-                                       for(s16 x0=-si; x0<=si-1; x0++)
-                                       {
-                                               s16 si2 = rs - abs(x0);
-                                               for(s16 y0=-si2+1; y0<=si2-1; y0++)
-                                               {
-                                                       // Don't put mineral to every place
-                                                       if(myrand()%5 != 0)
-                                                               continue;
-
-                                                       s16 z = cp.Z + z0;
-                                                       s16 y = cp.Y + y0;
-                                                       s16 x = cp.X + x0;
-                                                       v3s16 p(x,y,z);
-                                                       /*if(isInArea(p, ar) == false)
-                                                               continue;*/
-                                                       // Check only height
-                                                       if(y < 0 || y >= ar.Y)
-                                                               continue;
-                                                       p += of;
-                                                       
-                                                       assert(vmanip.m_area.contains(p));
-                                                       
-                                                       // Just set it to air, it will be changed to
-                                                       // water afterwards
-                                                       u32 i = vmanip.m_area.index(p);
-                                                       MapNode *n = &vmanip.m_data[i];
-                                                       if(n->d == CONTENT_STONE)
-                                                               n->param = mineral;
-                                               }
-                                       }
-                               }
-                       }
-
-                       orp = rp;
-               }
-       
-       }
-
-       }//timer1
-       {
-       // 15ms @cs=8
-       //TimeTaker timer1("add mud");
-
-       /*
-               Add mud to the central chunk
-       */
-       
-       for(s16 x=0; x<sectorpos_base_size*MAP_BLOCKSIZE; x++)
-       for(s16 z=0; z<sectorpos_base_size*MAP_BLOCKSIZE; z++)
-       {
-               // Node position in 2d
-               v2s16 p2d = sectorpos_base*MAP_BLOCKSIZE + v2s16(x,z);
-               
-               // Randomize mud amount
-               s16 mud_add_amount = get_mud_amount(m_seed, v2f(p2d.X,p2d.Y))/age_count;
-
-               // Find ground level
-               s16 surface_y = find_ground_level_clever(vmanip, p2d);
-
-               /*
-                       If topmost node is grass, change it to mud.
-                       It might be if it was flown to there from a neighboring
-                       chunk and then converted.
-               */
-               {
-                       u32 i = vmanip.m_area.index(v3s16(p2d.X, surface_y, p2d.Y));
-                       MapNode *n = &vmanip.m_data[i];
-                       if(n->d == CONTENT_GRASS)
-                               n->d = CONTENT_MUD;
-               }
-
-               /*
-                       Add mud on ground
-               */
-               {
-                       s16 mudcount = 0;
-                       v3s16 em = vmanip.m_area.getExtent();
-                       s16 y_start = surface_y+1;
-                       u32 i = vmanip.m_area.index(v3s16(p2d.X, y_start, p2d.Y));
-                       for(s16 y=y_start; y<=y_nodes_max; y++)
-                       {
-                               if(mudcount >= mud_add_amount)
-                                       break;
-                                       
-                               MapNode &n = vmanip.m_data[i];
-                               n.d = CONTENT_MUD;
-                               mudcount++;
-
-                               vmanip.m_area.add_y(em, i, 1);
-                       }
-               }
-
-       }
-
-       }//timer1
-       {
-       // 340ms @cs=8
-       //TimeTaker timer1("flow mud");
-
-       /*
-               Flow mud away from steep edges
-       */
-
-       // Limit area by 1 because mud is flown into neighbors.
-       s16 mudflow_minpos = 0-max_spread_amount+1;
-       s16 mudflow_maxpos = sectorpos_base_size*MAP_BLOCKSIZE+max_spread_amount-2;
-
-       // Iterate a few times
-       for(s16 k=0; k<3; k++)
-       {
-
-       for(s16 x=mudflow_minpos;
-                       x<=mudflow_maxpos;
-                       x++)
-       for(s16 z=mudflow_minpos;
-                       z<=mudflow_maxpos;
-                       z++)
-       {
-               // Invert coordinates every 2nd iteration
-               if(k%2 == 0)
-               {
-                       x = mudflow_maxpos - (x-mudflow_minpos);
-                       z = mudflow_maxpos - (z-mudflow_minpos);
-               }
-
-               // Node position in 2d
-               v2s16 p2d = sectorpos_base*MAP_BLOCKSIZE + v2s16(x,z);
-               
-               v3s16 em = vmanip.m_area.getExtent();
-               u32 i = vmanip.m_area.index(v3s16(p2d.X, y_nodes_max, p2d.Y));
-               s16 y=y_nodes_max;
-
-               for(;; y--)
-               {
-                       MapNode *n = NULL;
-                       // Find mud
-                       for(; y>=y_nodes_min; y--)
-                       {
-                               n = &vmanip.m_data[i];
-                               //if(content_walkable(n->d))
-                               //      break;
-                               if(n->d == CONTENT_MUD || n->d == CONTENT_GRASS)
-                                       break;
-                                       
-                               vmanip.m_area.add_y(em, i, -1);
-                       }
-
-                       // Stop if out of area
-                       //if(vmanip.m_area.contains(i) == false)
-                       if(y < y_nodes_min)
-                               break;
-
-                       /*// If not mud, do nothing to it
-                       MapNode *n = &vmanip.m_data[i];
-                       if(n->d != CONTENT_MUD && n->d != CONTENT_GRASS)
-                               continue;*/
-
-                       /*
-                               Don't flow it if the stuff under it is not mud
-                       */
-                       {
-                               u32 i2 = i;
-                               vmanip.m_area.add_y(em, i2, -1);
-                               // Cancel if out of area
-                               if(vmanip.m_area.contains(i2) == false)
-                                       continue;
-                               MapNode *n2 = &vmanip.m_data[i2];
-                               if(n2->d != CONTENT_MUD && n2->d != CONTENT_GRASS)
-                                       continue;
-                       }
-
-                       // Make it exactly mud
-                       n->d = CONTENT_MUD;
-                       
-                       /*s16 recurse_count = 0;
-       mudflow_recurse:*/
-
-                       v3s16 dirs4[4] = {
-                               v3s16(0,0,1), // back
-                               v3s16(1,0,0), // right
-                               v3s16(0,0,-1), // front
-                               v3s16(-1,0,0), // left
-                       };
-
-                       // Theck that upper is air or doesn't exist.
-                       // Cancel dropping if upper keeps it in place
-                       u32 i3 = i;
-                       vmanip.m_area.add_y(em, i3, 1);
-                       if(vmanip.m_area.contains(i3) == true
-                                       && content_walkable(vmanip.m_data[i3].d) == true)
-                       {
-                               continue;
-                       }
-
-                       // Drop mud on side
-                       
-                       for(u32 di=0; di<4; di++)
-                       {
-                               v3s16 dirp = dirs4[di];
-                               u32 i2 = i;
-                               // Move to side
-                               vmanip.m_area.add_p(em, i2, dirp);
-                               // Fail if out of area
-                               if(vmanip.m_area.contains(i2) == false)
-                                       continue;
-                               // Check that side is air
-                               MapNode *n2 = &vmanip.m_data[i2];
-                               if(content_walkable(n2->d))
-                                       continue;
-                               // Check that under side is air
-                               vmanip.m_area.add_y(em, i2, -1);
-                               if(vmanip.m_area.contains(i2) == false)
-                                       continue;
-                               n2 = &vmanip.m_data[i2];
-                               if(content_walkable(n2->d))
-                                       continue;
-                               /*// Check that under that is air (need a drop of 2)
-                               vmanip.m_area.add_y(em, i2, -1);
-                               if(vmanip.m_area.contains(i2) == false)
-                                       continue;
-                               n2 = &vmanip.m_data[i2];
-                               if(content_walkable(n2->d))
-                                       continue;*/
-                               // Loop further down until not air
-                               do{
-                                       vmanip.m_area.add_y(em, i2, -1);
-                                       // Fail if out of area
-                                       if(vmanip.m_area.contains(i2) == false)
-                                               continue;
-                                       n2 = &vmanip.m_data[i2];
-                               }while(content_walkable(n2->d) == false);
-                               // Loop one up so that we're in air
-                               vmanip.m_area.add_y(em, i2, 1);
-                               n2 = &vmanip.m_data[i2];
-
-                               // Move mud to new place
-                               *n2 = *n;
-                               // Set old place to be air
-                               *n = MapNode(CONTENT_AIR);
-
-                               // Done
-                               break;
-                       }
-               }
-       }
-       
-       }
-
-       }//timer1
-       {
-       // 50ms @cs=8
-       //TimeTaker timer1("add water");
-
-       /*
-               Add water to the central chunk (and a bit more)
-       */
-       
-       for(s16 x=0-max_spread_amount;
-                       x<sectorpos_base_size*MAP_BLOCKSIZE+max_spread_amount;
-                       x++)
-       for(s16 z=0-max_spread_amount;
-                       z<sectorpos_base_size*MAP_BLOCKSIZE+max_spread_amount;
-                       z++)
-       {
-               // Node position in 2d
-               v2s16 p2d = sectorpos_base*MAP_BLOCKSIZE + v2s16(x,z);
-               
-               // Find ground level
-               //s16 surface_y = find_ground_level(vmanip, p2d);
-
-               /*
-                       If ground level is over water level, skip.
-                       NOTE: This leaves caves near water without water,
-                       which looks especially crappy when the nearby water
-                       won't start flowing either for some reason
-               */
-               /*if(surface_y > WATER_LEVEL)
-                       continue;*/
-
-               /*
-                       Add water on ground
-               */
-               {
-                       v3s16 em = vmanip.m_area.getExtent();
-                       u8 light = LIGHT_MAX;
-                       // Start at global water surface level
-                       s16 y_start = WATER_LEVEL;
-                       u32 i = vmanip.m_area.index(v3s16(p2d.X, y_start, p2d.Y));
-                       MapNode *n = &vmanip.m_data[i];
-
-                       /*// Add first one to transforming liquid queue, if water
-                       if(n->d == CONTENT_WATER || n->d == CONTENT_WATERSOURCE)
-                       {
-                               v3s16 p = v3s16(p2d.X, y_start, p2d.Y);
-                               m_transforming_liquid.push_back(p);
-                       }*/
-
-                       for(s16 y=y_start; y>=y_nodes_min; y--)
-                       {
-                               n = &vmanip.m_data[i];
-                               
-                               // Stop when there is no water and no air
-                               if(n->d != CONTENT_AIR && n->d != CONTENT_WATERSOURCE
-                                               && n->d != CONTENT_WATER)
-                               {
-                                       /*// Add bottom one to transforming liquid queue
-                                       vmanip.m_area.add_y(em, i, 1);
-                                       n = &vmanip.m_data[i];
-                                       if(n->d == CONTENT_WATER || n->d == CONTENT_WATERSOURCE)
-                                       {
-                                               v3s16 p = v3s16(p2d.X, y, p2d.Y);
-                                               m_transforming_liquid.push_back(p);
-                                       }*/
-
-                                       break;
-                               }
-                               
-                               // Make water only not in dungeons
-                               if(!(vmanip.m_flags[i]&VMANIP_FLAG_DUNGEON))
-                               {
-                                       n->d = CONTENT_WATERSOURCE;
-                                       //n->setLight(LIGHTBANK_DAY, light);
-
-                                       // Add to transforming liquid queue (in case it'd
-                                       // start flowing)
-                                       v3s16 p = v3s16(p2d.X, y, p2d.Y);
-                                       m_transforming_liquid.push_back(p);
-                               }
-                               
-                               // Next one
-                               vmanip.m_area.add_y(em, i, -1);
-                               if(light > 0)
-                                       light--;
-                       }
-               }
-
-       }
-
-       }//timer1
-       
-       } // Aging loop
-
-       {
-       //TimeTaker timer1("convert mud to sand");
-
-       /*
-               Convert mud to sand
-       */
-       
-       //s16 mud_add_amount = myrand_range(2, 4);
-       //s16 mud_add_amount = 0;
-       
-       /*for(s16 x=0; x<sectorpos_base_size*MAP_BLOCKSIZE; x++)
-       for(s16 z=0; z<sectorpos_base_size*MAP_BLOCKSIZE; z++)*/
-       for(s16 x=0-max_spread_amount+1;
-                       x<sectorpos_base_size*MAP_BLOCKSIZE+max_spread_amount-1;
-                       x++)
-       for(s16 z=0-max_spread_amount+1;
-                       z<sectorpos_base_size*MAP_BLOCKSIZE+max_spread_amount-1;
-                       z++)
-       {
-               // Node position in 2d
-               v2s16 p2d = sectorpos_base*MAP_BLOCKSIZE + v2s16(x,z);
-               
-               // Determine whether to have sand here
-               bool have_sand = get_have_sand(p2d);
-
-               if(have_sand == false)
-                       continue;
-
-               // Find ground level
-               s16 surface_y = find_ground_level_clever(vmanip, p2d);
-               
-               if(surface_y > WATER_LEVEL + 2)
-                       continue;
-
-               {
-                       v3s16 em = vmanip.m_area.getExtent();
-                       s16 y_start = surface_y;
-                       u32 i = vmanip.m_area.index(v3s16(p2d.X, y_start, p2d.Y));
-                       u32 not_sand_counter = 0;
-                       for(s16 y=y_start; y>=y_nodes_min; y--)
-                       {
-                               MapNode *n = &vmanip.m_data[i];
-                               if(n->d == CONTENT_MUD || n->d == CONTENT_GRASS)
-                               {
-                                       n->d = CONTENT_SAND;
-                               }
-                               else
-                               {
-                                       not_sand_counter++;
-                                       if(not_sand_counter > 3)
-                                               break;
-                               }
-
-                               vmanip.m_area.add_y(em, i, -1);
-                       }
-               }
-
-       }
-
-       }//timer1
-       {
-       // 1ms @cs=8
-       //TimeTaker timer1("generate trees");
-
-       /*
-               Generate some trees
-       */
-       {
-               // Divide area into parts
-               s16 div = 8;
-               s16 sidelen = sectorpos_base_size*MAP_BLOCKSIZE / div;
-               double area = sidelen * sidelen;
-               for(s16 x0=0; x0<div; x0++)
-               for(s16 z0=0; z0<div; z0++)
-               {
-                       // Center position of part of division
-                       v2s16 p2d_center(
-                               sectorpos_base.X*MAP_BLOCKSIZE + sidelen/2 + sidelen*x0,
-                               sectorpos_base.Y*MAP_BLOCKSIZE + sidelen/2 + sidelen*z0
-                       );
-                       // Minimum edge of part of division
-                       v2s16 p2d_min(
-                               sectorpos_base.X*MAP_BLOCKSIZE + sidelen*x0,
-                               sectorpos_base.Y*MAP_BLOCKSIZE + sidelen*z0
-                       );
-                       // Maximum edge of part of division
-                       v2s16 p2d_max(
-                               sectorpos_base.X*MAP_BLOCKSIZE + sidelen + sidelen*x0 - 1,
-                               sectorpos_base.Y*MAP_BLOCKSIZE + sidelen + sidelen*z0 - 1
-                       );
-                       // Amount of trees
-                       u32 tree_count = area * tree_amount_2d(m_seed, p2d_center);
-                       // Put trees in random places on part of division
-                       for(u32 i=0; i<tree_count; i++)
-                       {
-                               s16 x = myrand_range(p2d_min.X, p2d_max.X);
-                               s16 z = myrand_range(p2d_min.Y, p2d_max.Y);
-                               s16 y = find_ground_level(vmanip, v2s16(x,z));
-                               // Don't make a tree under water level
-                               if(y < WATER_LEVEL)
-                                       continue;
-                               v3s16 p(x,y,z);
-                               /*
-                                       Trees grow only on mud and grass
-                               */
-                               {
-                                       u32 i = vmanip.m_area.index(v3s16(p));
-                                       MapNode *n = &vmanip.m_data[i];
-                                       if(n->d != CONTENT_MUD && n->d != CONTENT_GRASS)
-                                               continue;
-                               }
-                               p.Y++;
-                               // Make a tree
-                               make_tree(vmanip, p);
-                       }
-               }
-               /*u32 tree_max = relative_area / 60;
-               //u32 count = myrand_range(0, tree_max);
-               for(u32 i=0; i<count; i++)
-               {
-                       s16 x = myrand_range(0, sectorpos_base_size*MAP_BLOCKSIZE-1);
-                       s16 z = myrand_range(0, sectorpos_base_size*MAP_BLOCKSIZE-1);
-                       x += sectorpos_base.X*MAP_BLOCKSIZE;
-                       z += sectorpos_base.Y*MAP_BLOCKSIZE;
-                       s16 y = find_ground_level(vmanip, v2s16(x,z));
-                       // Don't make a tree under water level
-                       if(y < WATER_LEVEL)
-                               continue;
-                       v3s16 p(x,y+1,z);
-                       // Make a tree
-                       make_tree(vmanip, p);
-               }*/
-       }
-
-       }//timer1
-
-       {
-       // 19ms @cs=8
-       //TimeTaker timer1("grow grass");
-
-       /*
-               Grow grass
-       */
-
-       /*for(s16 x=0-4; x<sectorpos_base_size*MAP_BLOCKSIZE+4; x++)
-       for(s16 z=0-4; z<sectorpos_base_size*MAP_BLOCKSIZE+4; z++)*/
-       for(s16 x=0-max_spread_amount;
-                       x<sectorpos_base_size*MAP_BLOCKSIZE+max_spread_amount;
-                       x++)
-       for(s16 z=0-max_spread_amount;
-                       z<sectorpos_base_size*MAP_BLOCKSIZE+max_spread_amount;
-                       z++)
-       {
-               // Node position in 2d
-               v2s16 p2d = sectorpos_base*MAP_BLOCKSIZE + v2s16(x,z);
-               
-               /*
-                       Find the lowest surface to which enough light ends up
-                       to make grass grow.
-
-                       Basically just wait until not air and not leaves.
-               */
-               s16 surface_y = 0;
-               {
-                       v3s16 em = vmanip.m_area.getExtent();
-                       u32 i = vmanip.m_area.index(v3s16(p2d.X, y_nodes_max, p2d.Y));
-                       s16 y;
-                       // Go to ground level
-                       for(y=y_nodes_max; y>=y_nodes_min; y--)
-                       {
-                               MapNode &n = vmanip.m_data[i];
-                               if(n.d != CONTENT_AIR
-                                               && n.d != CONTENT_LEAVES)
-                                       break;
-                               vmanip.m_area.add_y(em, i, -1);
-                       }
-                       if(y >= y_nodes_min)
-                               surface_y = y;
-                       else
-                               surface_y = y_nodes_min;
-               }
-               
-               u32 i = vmanip.m_area.index(p2d.X, surface_y, p2d.Y);
-               MapNode *n = &vmanip.m_data[i];
-               if(n->d == CONTENT_MUD)
-                       n->d = CONTENT_GRASS;
-       }
-
-       }//timer1
-
-       /*
-               Initial lighting (sunlight)
-       */
-
-       core::map<v3s16, bool> light_sources;
-
-       {
-       // 750ms @cs=8, can't optimize more
-       TimeTaker timer1("initial lighting");
-
-#if 0
-       /*
-               Go through the edges and add all nodes that have light to light_sources
-       */
-       
-       // Four edges
-       for(s16 i=0; i<4; i++)
-       // Edge length
-       for(s16 j=lighting_min_d;
-                       j<=lighting_max_d;
-                       j++)
-       {
-               s16 x;
-               s16 z;
-               // +-X
-               if(i == 0 || i == 1)
-               {
-                       x = (i==0) ? lighting_min_d : lighting_max_d;
-                       if(i == 0)
-                               z = lighting_min_d;
-                       else
-                               z = lighting_max_d;
-               }
-               // +-Z
-               else
-               {
-                       z = (i==0) ? lighting_min_d : lighting_max_d;
-                       if(i == 0)
-                               x = lighting_min_d;
-                       else
-                               x = lighting_max_d;
-               }
-               
-               // Node position in 2d
-               v2s16 p2d = sectorpos_base*MAP_BLOCKSIZE + v2s16(x,z);
-
-               {
-                       v3s16 em = vmanip.m_area.getExtent();
-                       s16 y_start = y_nodes_max;
-                       u32 i = vmanip.m_area.index(v3s16(p2d.X, y_start, p2d.Y));
-                       for(s16 y=y_start; y>=y_nodes_min; y--)
-                       {
-                               MapNode *n = &vmanip.m_data[i];
-                               if(n->getLight(LIGHTBANK_DAY) != 0)
-                               {
-                                       light_sources.insert(v3s16(p2d.X, y, p2d.Y), true);
-                               }
-                               //NOTE: This is broken, at least the index has to
-                               // be incremented
-                       }
-               }
-       }
-#endif
-
-#if 1
-       /*
-               Go through the edges and apply sunlight to them, not caring
-               about neighbors
-       */
-       
-       // Four edges
-       for(s16 i=0; i<4; i++)
-       // Edge length
-       for(s16 j=lighting_min_d;
-                       j<=lighting_max_d;
-                       j++)
-       {
-               s16 x;
-               s16 z;
-               // +-X
-               if(i == 0 || i == 1)
-               {
-                       x = (i==0) ? lighting_min_d : lighting_max_d;
-                       if(i == 0)
-                               z = lighting_min_d;
-                       else
-                               z = lighting_max_d;
-               }
-               // +-Z
-               else
-               {
-                       z = (i==0) ? lighting_min_d : lighting_max_d;
-                       if(i == 0)
-                               x = lighting_min_d;
-                       else
-                               x = lighting_max_d;
-               }
-               
-               // Node position in 2d
-               v2s16 p2d = sectorpos_base*MAP_BLOCKSIZE + v2s16(x,z);
-               
-               // Loop from top to down
-               {
-                       u8 light = LIGHT_SUN;
-                       v3s16 em = vmanip.m_area.getExtent();
-                       s16 y_start = y_nodes_max;
-                       u32 i = vmanip.m_area.index(v3s16(p2d.X, y_start, p2d.Y));
-                       for(s16 y=y_start; y>=y_nodes_min; y--)
-                       {
-                               MapNode *n = &vmanip.m_data[i];
-                               if(light_propagates_content(n->d) == false)
-                               {
-                                       light = 0;
-                               }
-                               else if(light != LIGHT_SUN
-                                       || sunlight_propagates_content(n->d) == false)
-                               {
-                                       if(light > 0)
-                                               light--;
-                               }
-                               
-                               n->setLight(LIGHTBANK_DAY, light);
-                               n->setLight(LIGHTBANK_NIGHT, 0);
-                               
-                               if(light != 0)
-                               {
-                                       // Insert light source
-                                       light_sources.insert(v3s16(p2d.X, y, p2d.Y), true);
-                               }
-                               
-                               // Increment index by y
-                               vmanip.m_area.add_y(em, i, -1);
-                       }
-               }
-       }
-#endif
-
-       /*for(s16 x=0; x<sectorpos_base_size*MAP_BLOCKSIZE; x++)
-       for(s16 z=0; z<sectorpos_base_size*MAP_BLOCKSIZE; z++)*/
-       /*for(s16 x=0-max_spread_amount+1;
-                       x<sectorpos_base_size*MAP_BLOCKSIZE+max_spread_amount-1;
-                       x++)
-       for(s16 z=0-max_spread_amount+1;
-                       z<sectorpos_base_size*MAP_BLOCKSIZE+max_spread_amount-1;
-                       z++)*/
-#if 1
-       /*
-               This has to be 1 smaller than the actual area, because
-               neighboring nodes are checked.
-       */
-       for(s16 x=lighting_min_d+1;
-                       x<=lighting_max_d-1;
-                       x++)
-       for(s16 z=lighting_min_d+1;
-                       z<=lighting_max_d-1;
-                       z++)
-       {
-               // Node position in 2d
-               v2s16 p2d = sectorpos_base*MAP_BLOCKSIZE + v2s16(x,z);
-               
-               /*
-                       Apply initial sunlight
-               */
-               {
-                       u8 light = LIGHT_SUN;
-                       bool add_to_sources = false;
-                       v3s16 em = vmanip.m_area.getExtent();
-                       s16 y_start = y_nodes_max;
-                       u32 i = vmanip.m_area.index(v3s16(p2d.X, y_start, p2d.Y));
-                       for(s16 y=y_start; y>=y_nodes_min; y--)
-                       {
-                               MapNode *n = &vmanip.m_data[i];
-
-                               if(light_propagates_content(n->d) == false)
-                               {
-                                       light = 0;
-                               }
-                               else if(light != LIGHT_SUN
-                                       || sunlight_propagates_content(n->d) == false)
-                               {
-                                       if(light > 0)
-                                               light--;
-                               }
-                               
-                               // This doesn't take much time
-                               if(add_to_sources == false)
-                               {
-                                       /*
-                                               Check sides. If side is not air or water, start
-                                               adding to light_sources.
-                                       */
-                                       v3s16 dirs4[4] = {
-                                               v3s16(0,0,1), // back
-                                               v3s16(1,0,0), // right
-                                               v3s16(0,0,-1), // front
-                                               v3s16(-1,0,0), // left
-                                       };
-                                       for(u32 di=0; di<4; di++)
-                                       {
-                                               v3s16 dirp = dirs4[di];
-                                               u32 i2 = i;
-                                               vmanip.m_area.add_p(em, i2, dirp);
-                                               MapNode *n2 = &vmanip.m_data[i2];
-                                               if(
-                                                       n2->d != CONTENT_AIR
-                                                       && n2->d != CONTENT_WATERSOURCE
-                                                       && n2->d != CONTENT_WATER
-                                               ){
-                                                       add_to_sources = true;
-                                                       break;
-                                               }
-                                       }
-                               }
-                               
-                               n->setLight(LIGHTBANK_DAY, light);
-                               n->setLight(LIGHTBANK_NIGHT, 0);
-                               
-                               // This doesn't take much time
-                               if(light != 0 && add_to_sources)
-                               {
-                                       // Insert light source
-                                       light_sources.insert(v3s16(p2d.X, y, p2d.Y), true);
-                               }
-                               
-                               // Increment index by y
-                               vmanip.m_area.add_y(em, i, -1);
-                       }
-               }
-       }
-#endif
-
-       }//timer1
-
-       // Spread light around
-       {
-               TimeTaker timer("generateChunkRaw() spreadLight");
-               vmanip.spreadLight(LIGHTBANK_DAY, light_sources);
-       }
-       
-       /*
-               Generation ended
-       */
-
-       timer_generate.stop();
-
-       /*
-               Blit generated stuff to map
-       */
-       {
-               // 70ms @cs=8
-               //TimeTaker timer("generateChunkRaw() blitBackAll");
-               vmanip.blitBackAll(&changed_blocks);
-       }
-
-       /*
-               Update day/night difference cache of the MapBlocks
-       */
-       {
-               for(core::map<v3s16, MapBlock*>::Iterator i = changed_blocks.getIterator();
-                               i.atEnd() == false; i++)
-               {
-                       MapBlock *block = i.getNode()->getValue();
-                       block->updateDayNightDiff();
-               }
-       }
-
-#endif
-       
-       /*
-               Create chunk metadata
-       */
-
-       for(s16 x=-1; x<=1; x++)
-       for(s16 y=-1; y<=1; y++)
-       {
-               v2s16 chunkpos0 = chunkpos + v2s16(x,y);
-               // Add chunk meta information
-               MapChunk *chunk = getChunk(chunkpos0);
-               if(chunk == NULL)
-               {
-                       chunk = new MapChunk();
-                       m_chunks.insert(chunkpos0, chunk);
-               }
-               //chunk->setIsVolatile(true);
-               if(chunk->getGenLevel() > GENERATED_PARTLY)
-                       chunk->setGenLevel(GENERATED_PARTLY);
-       }
-
-       /*
-               Set central chunk non-volatile
-       */
-       MapChunk *chunk = getChunk(chunkpos);
-       assert(chunk);
-       // Set non-volatile
-       //chunk->setIsVolatile(false);
-       chunk->setGenLevel(GENERATED_FULLY);
-       
-       /*
-               Save changed parts of map
-       */
-       save(true);
-
-       /*
-               Return central chunk (which was requested)
-       */
-       return chunk;
-}
-
-MapChunk* ServerMap::generateChunk(v2s16 chunkpos1,
-               core::map<v3s16, MapBlock*> &changed_blocks)
-{
-       dstream<<"generateChunk(): Generating chunk "
-                       <<"("<<chunkpos1.X<<","<<chunkpos1.Y<<")"
-                       <<std::endl;
-       
-       // Shall be not used now
-       //assert(0);
-       
-       /*for(s16 x=-1; x<=1; x++)
-       for(s16 y=-1; y<=1; y++)*/
-       for(s16 x=-0; x<=0; x++)
-       for(s16 y=-0; y<=0; y++)
-       {
-               v2s16 chunkpos0 = chunkpos1 + v2s16(x,y);
-               MapChunk *chunk = getChunk(chunkpos0);
-               // Skip if already generated
-               if(chunk != NULL && chunk->getGenLevel() == GENERATED_FULLY)
-                       continue;
-               generateChunkRaw(chunkpos0, changed_blocks);
-       }
-       
-       assert(chunkNonVolatile(chunkpos1));
-
-       MapChunk *chunk = getChunk(chunkpos1);
-       return chunk;
-}
-
-ServerMapSector * ServerMap::createSector(v2s16 p2d)
-{
-       DSTACK("%s: p2d=(%d,%d)",
-                       __FUNCTION_NAME,
-                       p2d.X, p2d.Y);
-       
-       /*
-               Check if it exists already in memory
-       */
-       ServerMapSector *sector = (ServerMapSector*)getSectorNoGenerateNoEx(p2d);
-       if(sector != NULL)
-               return sector;
-       
-       /*
-               Try to load it from disk (with blocks)
-       */
-       if(loadSectorFull(p2d) == true)
-       {
-               ServerMapSector *sector = (ServerMapSector*)getSectorNoGenerateNoEx(p2d);
-               if(sector == NULL)
-               {
-                       dstream<<"ServerMap::createSector(): loadSectorFull didn't make a sector"<<std::endl;
-                       throw InvalidPositionException("");
-               }
-               return sector;
-       }
-
-       /*
-               Do not create over-limit
-       */
-       if(p2d.X < -MAP_GENERATION_LIMIT / MAP_BLOCKSIZE
-       || p2d.X > MAP_GENERATION_LIMIT / MAP_BLOCKSIZE
-       || p2d.Y < -MAP_GENERATION_LIMIT / MAP_BLOCKSIZE
-       || p2d.Y > MAP_GENERATION_LIMIT / MAP_BLOCKSIZE)
-               throw InvalidPositionException("createSector(): pos. over limit");
-
-       /*
-               Generate blank sector
-       */
-       
-       sector = new ServerMapSector(this, p2d);
-       
-       // Sector position on map in nodes
-       v2s16 nodepos2d = p2d * MAP_BLOCKSIZE;
-
-       /*
-               Insert to container
-       */
-       m_sectors.insert(p2d, sector);
-       
-       return sector;
-}
-
-MapSector * ServerMap::emergeSector(v2s16 p2d,
-               core::map<v3s16, MapBlock*> &changed_blocks)
-{
-       DSTACK("%s: p2d=(%d,%d)",
-                       __FUNCTION_NAME,
-                       p2d.X, p2d.Y);
-       
-       /*
-               Check chunk status
-       */
-       v2s16 chunkpos = sector_to_chunk(p2d);
-       /*bool chunk_nonvolatile = false;
-       MapChunk *chunk = getChunk(chunkpos);
-       if(chunk && chunk->getIsVolatile() == false)
-               chunk_nonvolatile = true;*/
-       bool chunk_nonvolatile = chunkNonVolatile(chunkpos);
-
-       /*
-               If chunk is not fully generated, generate chunk
-       */
-       if(chunk_nonvolatile == false)
-       {
-               // Generate chunk and neighbors
-               generateChunk(chunkpos, changed_blocks);
-       }
-       
-       /*
-               Return sector if it exists now
-       */
-       MapSector *sector = getSectorNoGenerateNoEx(p2d);
-       if(sector != NULL)
-               return sector;
-       
-       /*
-               Try to load it from disk
-       */
-       if(loadSectorFull(p2d) == true)
-       {
-               MapSector *sector = getSectorNoGenerateNoEx(p2d);
-               if(sector == NULL)
-               {
-                       dstream<<"ServerMap::emergeSector(): loadSectorFull didn't make a sector"<<std::endl;
-                       throw InvalidPositionException("");
-               }
-               return sector;
-       }
-
-       /*
-               generateChunk should have generated the sector
-       */
-       //assert(0);
-       
-       dstream<<"WARNING: ServerMap::emergeSector: Cannot find sector ("
-                       <<p2d.X<<","<<p2d.Y<<" and chunk is already generated. "
-                       <<std::endl;
-
-#if 1
-       dstream<<"WARNING: Forcing regeneration of chunk."<<std::endl;
-
-       // Generate chunk
-       generateChunkRaw(chunkpos, changed_blocks, true);
-
-       /*
-               Return sector if it exists now
-       */
-       sector = getSectorNoGenerateNoEx(p2d);
-       if(sector != NULL)
-               return sector;
-       
-       dstream<<"ERROR: Could not get sector from anywhere."<<std::endl;
-       
-       //assert(0);
-#endif
-       
-#if 1
-       dstream<<"WARNING: Creating an empty sector."<<std::endl;
-
-       return createSector(p2d);
-       
-#endif
-       
-       /*
-               Generate directly
-       */
-       //return generateSector();
-}
-
-/*
-       NOTE: This is not used for main map generation, only for blocks
-       that are very high or low
-*/
-MapBlock * ServerMap::generateBlock(
-               v3s16 p,
-               MapBlock *original_dummy,
-               ServerMapSector *sector,
-               core::map<v3s16, MapBlock*> &changed_blocks,
-               core::map<v3s16, MapBlock*> &lighting_invalidated_blocks
-)
-{
-       DSTACK("%s: p=(%d,%d,%d)",
-                       __FUNCTION_NAME,
-                       p.X, p.Y, p.Z);
-       
-       /*dstream<<"generateBlock(): "
-                       <<"("<<p.X<<","<<p.Y<<","<<p.Z<<")"
-                       <<std::endl;*/
-       
-       MapBlock *block = original_dummy;
-                       
-       v2s16 p2d(p.X, p.Z);
-       s16 block_y = p.Y;
-       v2s16 p2d_nodes = p2d * MAP_BLOCKSIZE;
-       v3s16 p_nodes = p * MAP_BLOCKSIZE;
-       
-       /*
-               Do not generate over-limit
-       */
-       if(blockpos_over_limit(p))
-       {
-               dstream<<__FUNCTION_NAME<<": Block position over limit"<<std::endl;
-               throw InvalidPositionException("generateBlock(): pos. over limit");
-       }
-
-       /*
-               If block doesn't exist, create one.
-               If it exists, it is a dummy. In that case unDummify() it.
-
-               NOTE: This already sets the map as the parent of the block
-       */
-       if(block == NULL)
-       {
-               block = sector->createBlankBlockNoInsert(block_y);
-       }
-       else
-       {
-               // Remove the block so that nobody can get a half-generated one.
-               sector->removeBlock(block);
-               // Allocate the block to contain the generated data
-               block->unDummify();
-       }
-       
-       u8 water_material = CONTENT_WATERSOURCE;
-       
-       s32 lowest_ground_y = 32767;
-       s32 highest_ground_y = -32768;
-
-       enum{
-               BT_GROUND,
-               BT_SURFACE,
-               BT_SKY
-       } block_type = BT_SURFACE;
-
-       {// ground_timer (0ms or ~100ms)
-       TimeTaker ground_timer("Ground generation");
-
-       /*
-               Approximate whether this block is a surface block, an air
-               block or a ground block.
-
-               This shall never mark a surface block as non-surface.
-       */
-
-       {
-               /*
-                       Estimate surface at different positions of the block, to
-                       try to accomodate the effect of turbulence.
-               */
-               v3f checklist[] = {
-                       v3f(0,0,0),
-                       v3f(0,1,0),
-                       v3f(0,1,1),
-                       v3f(0,0,1),
-                       v3f(1,0,0),
-                       v3f(1,1,0),
-                       v3f(1,1,1),
-                       v3f(1,0,1),
-                       v3f(0.5,0.5,0.5),
-               };
-               v3f p_nodes_f = intToFloat(p_nodes, 1);
-               float surface_y_max = -1000000;
-               float surface_y_min = 1000000;
-               for(u32 i=0; i<sizeof(checklist)/sizeof(checklist[0]); i++)
-               {
-                       v3f p_map_f = p_nodes_f + checklist[i]*MAP_BLOCKSIZE;
-
-                       double depth_guess;
-                       /*bool is_ground =*/ is_base_ground(m_seed, p_map_f, &depth_guess);
-                       
-                       // Estimate the surface height
-                       float surface_y_f = p_map_f.Y + depth_guess;
-
-                       if(surface_y_f > surface_y_max)
-                               surface_y_max = surface_y_f;
-                       if(surface_y_f < surface_y_min)
-                               surface_y_min = surface_y_f;
-               }
-
-               float block_low_y_f = p_nodes_f.Y;
-               float block_high_y_f = p_nodes_f.Y + MAP_BLOCKSIZE;
-
-               /*dstream<<"surface_y_max="<<surface_y_max
-                               <<", surface_y_min="<<surface_y_min
-                               <<", block_low_y_f="<<block_low_y_f
-                               <<", block_high_y_f="<<block_high_y_f
-                               <<std::endl;*/
-               
-               // A fuzzyness value
-               // Must accomodate mud and turbulence holes
-               float d_down = 16;
-               // Must accomodate a bit less
-               float d_up = 5;
-
-               if(block_high_y_f < surface_y_min - d_down)
-               {
-                       //dstream<<"BT_GROUND"<<std::endl;
-                       // A ground block
-                       block_type = BT_GROUND;
-               }
-               else if(block_low_y_f >= surface_y_max + d_up
-                               && block_low_y_f > WATER_LEVEL + d_up)
-               {
-                       //dstream<<"BT_SKY"<<std::endl;
-                       // A sky block
-                       block_type = BT_SKY;
-               }
-               else
-               {
-                       //dstream<<"BT_SURFACE"<<std::endl;
-                       // A surface block
-                       block_type = BT_SURFACE;
-               }
-
-               if(/*block_type == BT_GROUND ||*/ block_type == BT_SKY)
-               {
-                       lowest_ground_y = surface_y_min;
-                       highest_ground_y = surface_y_max;
-               }
-       }
-       
-       if(block_type == BT_SURFACE || block_type == BT_GROUND)
-       {
-               /*
-                       Generate ground precisely
-               */
-               
-               for(s16 z0=0; z0<MAP_BLOCKSIZE; z0++)
-               for(s16 x0=0; x0<MAP_BLOCKSIZE; x0++)
-               {
-                       //dstream<<"generateBlock: x0="<<x0<<", z0="<<z0<<std::endl;
-
-                       //s16 surface_y = 0;
-
-                       /*s16 surface_y = base_rock_level_2d(m_seed, p2d_nodes+v2s16(x0,z0))
-                                       + AVERAGE_MUD_AMOUNT;
-
-                       if(surface_y < lowest_ground_y)
-                               lowest_ground_y = surface_y;
-                       if(surface_y > highest_ground_y)
-                               highest_ground_y = surface_y;*/
-
-                       v2s16 real_p2d = v2s16(x0,z0) + p2d*MAP_BLOCKSIZE;
-
-                       //s32 surface_depth = AVERAGE_MUD_AMOUNT;
-                       s16 surface_depth = get_mud_amount(m_seed, v2f(real_p2d.X,real_p2d.Y));
-                       
-                       for(s16 y0=0; y0<MAP_BLOCKSIZE; y0++)
-                       {
-       #if 1
-                               s16 real_y = block_y * MAP_BLOCKSIZE + y0;
-                               v3s16 real_pos = v3s16(x0,y0,z0) + p_nodes;
-                               MapNode n;
-                               /*
-                                       Calculate lighting
-                                       
-                                       NOTE: If there are some man-made structures above the
-                                       newly created block, they won't be taken into account.
-                               */
-                               /*if(real_y > surface_y)
-                                       n.setLight(LIGHTBANK_DAY, LIGHT_SUN);*/
-
-                               /*
-                                       Calculate material
-                               */
-                               
-                               v3f real_pos_f = intToFloat(real_pos, 1);
-                               v2f real_pos_f_2d(real_pos_f.X, real_pos_f.Z);
-                               double depth_guess;
-                               bool is_ground = is_base_ground(m_seed,
-                                               real_pos_f, &depth_guess);
-                               
-                               // Estimate the surface height
-                               float surface_y_f = (float)real_y + depth_guess;
-                               s16 surface_y = real_y + depth_guess;
-                               
-                               // Get some statistics of surface height
-                               if(surface_y < lowest_ground_y)
-                                       lowest_ground_y = surface_y;
-                               if(surface_y > highest_ground_y)
-                                       highest_ground_y = surface_y;
-
-                               // If node is not ground, it's air or water
-                               if(is_ground == false)
-                               {
-                                       // If under water level, it's water
-                                       if(real_y < WATER_LEVEL)
-                                       {
-                                               n.d = water_material;
-                                               n.setLight(LIGHTBANK_DAY,
-                                                               diminish_light(LIGHT_SUN, WATER_LEVEL-real_y+1));
-                                               /*
-                                                       Add to transforming liquid queue (in case it'd
-                                                       start flowing)
-                                               */
-                                               m_transforming_liquid.push_back(real_pos);
-                                       }
-                                       // else air
-                                       else
-                                               n.d = CONTENT_AIR;
-                               }
-                               // Else it's ground or dungeons (air)
-                               else
-                               {
-                                       // If it's surface_depth under ground, it's stone
-                                       if((float)real_y <= surface_y_f - surface_depth - 0.75)
-                                       {
-                                               if(is_underground_mud(m_seed, real_pos_f))
-                                                       n.d = CONTENT_MUD;
-                                               else
-                                                       n.d = CONTENT_STONE;
-                                       }
-                                       else if(surface_y_f <= WATER_LEVEL + 2.1
-                                                       && get_have_sand(m_seed, real_pos_f_2d))
-                                       {
-                                               n.d = CONTENT_SAND;
-                                       }
-                                       else
-                                       {
-                                               /*// It is mud if it is under the first ground
-                                               // level or under water
-                                               if(real_y < WATER_LEVEL || real_y <= surface_y - 1)
-                                               {
-                                                       n.d = CONTENT_MUD;
-                                               }
-                                               else
-                                               {
-                                                       n.d = CONTENT_GRASS;
-                                               }*/
-
-                                               n.d = CONTENT_MUD;
-                                               
-                                               /*// If under water level, it's mud
-                                               if(real_y < WATER_LEVEL)
-                                                       n.d = CONTENT_MUD;
-                                               // Only the topmost node is grass
-                                               else if(real_y <= surface_y - 1)
-                                                       n.d = CONTENT_MUD;
-                                               else
-                                                       n.d = CONTENT_GRASS;*/
-                                       }
-                               }
-
-                               block->setNode(v3s16(x0,y0,z0), n);
-       #endif
-       #if 0
-                               s16 real_y = block_y * MAP_BLOCKSIZE + y0;
-                               MapNode n;
-                               /*
-                                       Calculate lighting
-                                       
-                                       NOTE: If there are some man-made structures above the
-                                       newly created block, they won't be taken into account.
-                               */
-                               if(real_y > surface_y)
-                                       n.setLight(LIGHTBANK_DAY, LIGHT_SUN);
-
-                               /*
-                                       Calculate material
-                               */
-
-                               // If node is over heightmap y, it's air or water
-                               if(real_y > surface_y)
-                               {
-                                       // If under water level, it's water
-                                       if(real_y < WATER_LEVEL)
-                                       {
-                                               n.d = water_material;
-                                               n.setLight(LIGHTBANK_DAY,
-                                                               diminish_light(LIGHT_SUN, WATER_LEVEL-real_y+1));
-                                               /*
-                                                       Add to transforming liquid queue (in case it'd
-                                                       start flowing)
-                                               */
-                                               v3s16 real_pos = v3s16(x0,y0,z0) + p*MAP_BLOCKSIZE;
-                                               m_transforming_liquid.push_back(real_pos);
-                                       }
-                                       // else air
-                                       else
-                                               n.d = CONTENT_AIR;
-                               }
-                               // Else it's ground or dungeons (air)
-                               else
-                               {
-                                       // If it's surface_depth under ground, it's stone
-                                       if(real_y <= surface_y - surface_depth)
-                                       {
-                                               n.d = CONTENT_STONE;
-                                       }
-                                       else
-                                       {
-                                               // It is mud if it is under the first ground
-                                               // level or under water
-                                               if(real_y < WATER_LEVEL || real_y <= surface_y - 1)
-                                               {
-                                                       n.d = CONTENT_MUD;
-                                               }
-                                               else
-                                               {
-                                                       n.d = CONTENT_GRASS;
-                                               }
-
-                                               //n.d = CONTENT_MUD;
-                                               
-                                               /*// If under water level, it's mud
-                                               if(real_y < WATER_LEVEL)
-                                                       n.d = CONTENT_MUD;
-                                               // Only the topmost node is grass
-                                               else if(real_y <= surface_y - 1)
-                                                       n.d = CONTENT_MUD;
-                                               else
-                                                       n.d = CONTENT_GRASS;*/
-                                       }
-                               }
-
-                               block->setNode(v3s16(x0,y0,z0), n);
-       #endif
-                       }
-               }
-       }// BT_SURFACE
-       else // BT_GROUND, BT_SKY or anything else
-       {
-               MapNode n_fill;
-               if(block_type == BT_GROUND)
-               {
-                       //n_fill.d = CONTENT_STONE;
-               }
-               else if(block_type == BT_SKY)
-               {
-                       n_fill.d = CONTENT_AIR;
-                       n_fill.setLight(LIGHTBANK_DAY, LIGHT_SUN);
-               }
-               else // fallback
-               {
-                       n_fill.d = CONTENT_MESE;
-               }
-
-
-               for(s16 z0=0; z0<MAP_BLOCKSIZE; z0++)
-               for(s16 x0=0; x0<MAP_BLOCKSIZE; x0++)
-               for(s16 y0=0; y0<MAP_BLOCKSIZE; y0++)
-               {
-                       //MapNode n = block->getNode(v3s16(x0,y0,z0));
-                       block->setNode(v3s16(x0,y0,z0), n_fill);
-               }
-       }
-       
-       }// ground_timer
-       
-       /*
-               Calculate some helper variables
-       */
-       
-       // Completely underground if the highest part of block is under lowest
-       // ground height.
-       // This has to be very sure; it's probably one too strict now but
-       // that's just better.
-       bool completely_underground =
-                       block_y * MAP_BLOCKSIZE + MAP_BLOCKSIZE < lowest_ground_y;
-
-       bool some_part_underground = block_y * MAP_BLOCKSIZE <= highest_ground_y;
-
-       bool mostly_underwater_surface = false;
-       if(highest_ground_y < WATER_LEVEL
-                       && some_part_underground && !completely_underground)
-               mostly_underwater_surface = true;
-
-       /*
-               Get local attributes
-       */
-
-       //dstream<<"generateBlock(): Getting local attributes"<<std::endl;
-
-       //float caves_amount = 0.5;
-
-#if 0
-       {
-               /*
-                       NOTE: BEWARE: Too big amount of attribute points slows verything
-                       down by a lot.
-                       1 interpolation from 5000 points takes 2-3ms.
-               */
-               //TimeTaker timer("generateBlock() local attribute retrieval");
-               v2s16 nodepos2d = p2d * MAP_BLOCKSIZE;
-               PointAttributeList *list_caves_amount = m_padb.getList("caves_amount");
-               caves_amount = list_caves_amount->getInterpolatedFloat(nodepos2d);
-       }
-#endif
-
-       //dstream<<"generateBlock(): Done"<<std::endl;
-
-#if 0
-       // Set to true if has caves.
-       // Set when some non-air is changed to air when making caves.
-       bool has_dungeons = false;
-
-       /*
-               Generate dungeons
-       */
-
-       // Initialize temporary table
-       const s32 ued = MAP_BLOCKSIZE;
-       bool underground_emptiness[ued*ued*ued];
-       for(s32 i=0; i<ued*ued*ued; i++)
-       {
-               underground_emptiness[i] = 0;
-       }
-       
-       // Fill table
-#if 0
-       {
-               /*
-                       Initialize orp and ors. Try to find if some neighboring
-                       MapBlock has a tunnel ended in its side
-               */
-
-               v3f orp(
-                       (float)(myrand()%ued)+0.5,
-                       (float)(myrand()%ued)+0.5,
-                       (float)(myrand()%ued)+0.5
-               );
-               
-               bool found_existing = false;
-
-               // Check z-
-               try
-               {
-                       s16 z = -1;
-                       for(s16 y=0; y<ued; y++)
-                       for(s16 x=0; x<ued; x++)
-                       {
-                               v3s16 ap = v3s16(x,y,z) + block->getPosRelative();
-                               if(getNode(ap).d == CONTENT_AIR)
-                               {
-                                       orp = v3f(x+1,y+1,0);
-                                       found_existing = true;
-                                       goto continue_generating;
-                               }
-                       }
-               }
-               catch(InvalidPositionException &e){}
-               
-               // Check z+
-               try
-               {
-                       s16 z = ued;
-                       for(s16 y=0; y<ued; y++)
-                       for(s16 x=0; x<ued; x++)
-                       {
-                               v3s16 ap = v3s16(x,y,z) + block->getPosRelative();
-                               if(getNode(ap).d == CONTENT_AIR)
-                               {
-                                       orp = v3f(x+1,y+1,ued-1);
-                                       found_existing = true;
-                                       goto continue_generating;
-                               }
-                       }
-               }
-               catch(InvalidPositionException &e){}
-               
-               // Check x-
-               try
-               {
-                       s16 x = -1;
-                       for(s16 y=0; y<ued; y++)
-                       for(s16 z=0; z<ued; z++)
-                       {
-                               v3s16 ap = v3s16(x,y,z) + block->getPosRelative();
-                               if(getNode(ap).d == CONTENT_AIR)
-                               {
-                                       orp = v3f(0,y+1,z+1);
-                                       found_existing = true;
-                                       goto continue_generating;
-                               }
-                       }
-               }
-               catch(InvalidPositionException &e){}
-               
-               // Check x+
-               try
-               {
-                       s16 x = ued;
-                       for(s16 y=0; y<ued; y++)
-                       for(s16 z=0; z<ued; z++)
-                       {
-                               v3s16 ap = v3s16(x,y,z) + block->getPosRelative();
-                               if(getNode(ap).d == CONTENT_AIR)
-                               {
-                                       orp = v3f(ued-1,y+1,z+1);
-                                       found_existing = true;
-                                       goto continue_generating;
-                               }
-                       }
-               }
-               catch(InvalidPositionException &e){}
-
-               // Check y-
-               try
-               {
-                       s16 y = -1;
-                       for(s16 x=0; x<ued; x++)
-                       for(s16 z=0; z<ued; z++)
-                       {
-                               v3s16 ap = v3s16(x,y,z) + block->getPosRelative();
-                               if(getNode(ap).d == CONTENT_AIR)
-                               {
-                                       orp = v3f(x+1,0,z+1);
-                                       found_existing = true;
-                                       goto continue_generating;
-                               }
-                       }
-               }
-               catch(InvalidPositionException &e){}
-               
-               // Check y+
-               try
-               {
-                       s16 y = ued;
-                       for(s16 x=0; x<ued; x++)
-                       for(s16 z=0; z<ued; z++)
-                       {
-                               v3s16 ap = v3s16(x,y,z) + block->getPosRelative();
-                               if(getNode(ap).d == CONTENT_AIR)
-                               {
-                                       orp = v3f(x+1,ued-1,z+1);
-                                       found_existing = true;
-                                       goto continue_generating;
-                               }
-                       }
-               }
-               catch(InvalidPositionException &e){}
-
-continue_generating:
-               
-               /*
-                       Choose whether to actually generate dungeon
-               */
-               bool do_generate_dungeons = true;
-               // Don't generate if no part is underground
-               if(!some_part_underground)
-               {
-                       do_generate_dungeons = false;
-               }
-               // Don't generate if mostly underwater surface
-               /*else if(mostly_underwater_surface)
-               {
-                       do_generate_dungeons = false;
-               }*/
-               // Partly underground = cave
-               else if(!completely_underground)
-               {
-                       //do_generate_dungeons = (rand() % 100 <= (s32)(caves_amount*100));
-                       do_generate_dungeons = false;
-               }
-               // Found existing dungeon underground
-               else if(found_existing && completely_underground)
-               {
-                       do_generate_dungeons = (rand() % 100 <= (s32)(caves_amount*100));
-               }
-               // Underground and no dungeons found
-               else
-               {
-                       do_generate_dungeons = (rand() % 300 <= (s32)(caves_amount*100));
-               }
-
-               if(do_generate_dungeons)
-               {
-                       /*
-                               Generate some tunnel starting from orp and ors
-                       */
-                       for(u16 i=0; i<3; i++)
-                       {
-                               v3f rp(
-                                       (float)(myrand()%ued)+0.5,
-                                       (float)(myrand()%ued)+0.5,
-                                       (float)(myrand()%ued)+0.5
-                               );
-                               s16 min_d = 0;
-                               s16 max_d = 4;
-                               s16 rs = (myrand()%(max_d-min_d+1))+min_d;
-                               
-                               v3f vec = rp - orp;
-
-                               for(float f=0; f<1.0; f+=0.04)
-                               {
-                                       v3f fp = orp + vec * f;
-                                       v3s16 cp(fp.X, fp.Y, fp.Z);
-                                       s16 d0 = -rs/2;
-                                       s16 d1 = d0 + rs - 1;
-                                       for(s16 z0=d0; z0<=d1; z0++)
-                                       {
-                                               s16 si = rs - abs(z0);
-                                               for(s16 x0=-si; x0<=si-1; x0++)
-                                               {
-                                                       s16 si2 = rs - abs(x0);
-                                                       for(s16 y0=-si2+1; y0<=si2-1; y0++)
-                                                       {
-                                                               s16 z = cp.Z + z0;
-                                                               s16 y = cp.Y + y0;
-                                                               s16 x = cp.X + x0;
-                                                               v3s16 p(x,y,z);
-                                                               if(isInArea(p, ued) == false)
-                                                                       continue;
-                                                               underground_emptiness[ued*ued*z + ued*y + x] = 1;
-                                                       }
-                                               }
-                                       }
-                               }
-
-                               orp = rp;
-                       }
-               }
-       }
-#endif
+       
+       sector = new ServerMapSector(this, p2d);
+       
+       // Sector position on map in nodes
+       v2s16 nodepos2d = p2d * MAP_BLOCKSIZE;
 
        /*
-               Apply temporary cave data to block
+               Insert to container
        */
+       m_sectors.insert(p2d, sector);
+       
+       return sector;
+}
 
-       for(s16 z0=0; z0<MAP_BLOCKSIZE; z0++)
-       for(s16 x0=0; x0<MAP_BLOCKSIZE; x0++)
-       {
-               for(s16 y0=0; y0<MAP_BLOCKSIZE; y0++)
-               {
-                       MapNode n = block->getNode(v3s16(x0,y0,z0));
-
-                       // Create dungeons
-                       if(underground_emptiness[
-                                       ued*ued*(z0*ued/MAP_BLOCKSIZE)
-                                       +ued*(y0*ued/MAP_BLOCKSIZE)
-                                       +(x0*ued/MAP_BLOCKSIZE)])
-                       {
-                               if(content_features(n.d).walkable/*is_ground_content(n.d)*/)
-                               {
-                                       // Has now caves
-                                       has_dungeons = true;
-                                       // Set air to node
-                                       n.d = CONTENT_AIR;
-                               }
-                       }
+/*
+       This is a quick-hand function for calling makeBlock().
+*/
+MapBlock * ServerMap::generateBlock(
+               v3s16 p,
+               core::map<v3s16, MapBlock*> &modified_blocks
+)
+{
+       DSTACKF("%s: p=(%d,%d,%d)", __FUNCTION_NAME, p.X, p.Y, p.Z);
+       
+       /*dstream<<"generateBlock(): "
+                       <<"("<<p.X<<","<<p.Y<<","<<p.Z<<")"
+                       <<std::endl;*/
+       
+       bool enable_mapgen_debug_info = g_settings.getBool("enable_mapgen_debug_info");
 
-                       block->setNode(v3s16(x0,y0,z0), n);
-               }
-       }
-#endif
+       TimeTaker timer("generateBlock");
+       
+       //MapBlock *block = original_dummy;
+                       
+       v2s16 p2d(p.X, p.Z);
+       v2s16 p2d_nodes = p2d * MAP_BLOCKSIZE;
        
        /*
-               This is used for guessing whether or not the block should
-               receive sunlight from the top if the block above doesn't exist
+               Do not generate over-limit
        */
-       block->setIsUnderground(completely_underground);
+       if(blockpos_over_limit(p))
+       {
+               dstream<<__FUNCTION_NAME<<": Block position over limit"<<std::endl;
+               throw InvalidPositionException("generateBlock(): pos. over limit");
+       }
 
        /*
-               Force lighting update if some part of block is partly
-               underground and has caves.
+               Create block make data
        */
-       /*if(some_part_underground && !completely_underground && has_dungeons)
-       {
-               //dstream<<"Half-ground caves"<<std::endl;
-               lighting_invalidated_blocks[block->getPos()] = block;
-       }*/
-       
-       // DEBUG: Always update lighting
-       //lighting_invalidated_blocks[block->getPos()] = block;
+       mapgen::BlockMakeData data;
+       initBlockMake(&data, p);
 
        /*
-               Add some minerals
+               Generate block
        */
-
-       if(some_part_underground)
        {
-               s16 underground_level = (lowest_ground_y/MAP_BLOCKSIZE - block_y)+1;
-
-               /*
-                       Add meseblocks
-               */
-               for(s16 i=0; i<underground_level/4 + 1; i++)
-               {
-                       if(myrand()%50 == 0)
-                       {
-                               v3s16 cp(
-                                       (myrand()%(MAP_BLOCKSIZE-2))+1,
-                                       (myrand()%(MAP_BLOCKSIZE-2))+1,
-                                       (myrand()%(MAP_BLOCKSIZE-2))+1
-                               );
-
-                               MapNode n;
-                               n.d = CONTENT_MESE;
-                               
-                               for(u16 i=0; i<27; i++)
-                               {
-                                       if(block->getNode(cp+g_27dirs[i]).d == CONTENT_STONE)
-                                               if(myrand()%8 == 0)
-                                                       block->setNode(cp+g_27dirs[i], n);
-                               }
-                       }
-               }
-
-               /*
-                       Add coal
-               */
-               u16 coal_amount = 60;
-               u16 coal_rareness = 120 / coal_amount;
-               if(coal_rareness == 0)
-                       coal_rareness = 1;
-               if(myrand()%coal_rareness == 0)
-               {
-                       u16 a = myrand() % 16;
-                       u16 amount = coal_amount * a*a*a / 1000;
-                       for(s16 i=0; i<amount; i++)
-                       {
-                               v3s16 cp(
-                                       (myrand()%(MAP_BLOCKSIZE-2))+1,
-                                       (myrand()%(MAP_BLOCKSIZE-2))+1,
-                                       (myrand()%(MAP_BLOCKSIZE-2))+1
-                               );
+               TimeTaker t("mapgen::make_block()");
+               mapgen::make_block(&data);
 
-                               MapNode n;
-                               n.d = CONTENT_STONE;
-                               n.param = MINERAL_COAL;
-
-                               for(u16 i=0; i<27; i++)
-                               {
-                                       if(block->getNode(cp+g_27dirs[i]).d == CONTENT_STONE)
-                                               if(myrand()%8 == 0)
-                                                       block->setNode(cp+g_27dirs[i], n);
-                               }
-                       }
-               }
+               if(enable_mapgen_debug_info == false)
+                       t.stop(true); // Hide output
+       }
 
-               /*
-                       Add iron
-               */
-               u16 iron_amount = 40;
-               u16 iron_rareness = 80 / iron_amount;
-               if(iron_rareness == 0)
-                       iron_rareness = 1;
-               if(myrand()%iron_rareness == 0)
-               {
-                       u16 a = myrand() % 16;
-                       u16 amount = iron_amount * a*a*a / 1000;
-                       for(s16 i=0; i<amount; i++)
-                       {
-                               v3s16 cp(
-                                       (myrand()%(MAP_BLOCKSIZE-2))+1,
-                                       (myrand()%(MAP_BLOCKSIZE-2))+1,
-                                       (myrand()%(MAP_BLOCKSIZE-2))+1
-                               );
+       /*
+               Blit data back on map, update lighting, add mobs and whatever this does
+       */
+       finishBlockMake(&data, modified_blocks);
 
-                               MapNode n;
-                               n.d = CONTENT_STONE;
-                               n.param = MINERAL_IRON;
+       /*
+               Get central block
+       */
+       MapBlock *block = getBlockNoCreateNoEx(p);
 
-                               for(u16 i=0; i<27; i++)
-                               {
-                                       if(block->getNode(cp+g_27dirs[i]).d == CONTENT_STONE)
-                                               if(myrand()%8 == 0)
-                                                       block->setNode(cp+g_27dirs[i], n);
-                               }
-                       }
-               }
-       }
-       
+#if 0
        /*
-               Create a few rats in empty blocks underground
+               Check result
        */
-       if(completely_underground)
+       if(block)
        {
-               //for(u16 i=0; i<2; i++)
+               bool erroneus_content = false;
+               for(s16 z0=0; z0<MAP_BLOCKSIZE; z0++)
+               for(s16 y0=0; y0<MAP_BLOCKSIZE; y0++)
+               for(s16 x0=0; x0<MAP_BLOCKSIZE; x0++)
                {
-                       v3s16 cp(
-                               (myrand()%(MAP_BLOCKSIZE-2))+1,
-                               (myrand()%(MAP_BLOCKSIZE-2))+1,
-                               (myrand()%(MAP_BLOCKSIZE-2))+1
-                       );
-
-                       // Check that the place is empty
-                       //if(!is_ground_content(block->getNode(cp).d))
-                       if(1)
+                       v3s16 p(x0,y0,z0);
+                       MapNode n = block->getNode(p);
+                       if(n.d == CONTENT_IGNORE)
                        {
-                               RatObject *obj = new RatObject(NULL, -1, intToFloat(cp, BS));
-                               block->addObject(obj);
+                               dstream<<"CONTENT_IGNORE at "
+                                               <<"("<<p.X<<","<<p.Y<<","<<p.Z<<")"
+                                               <<std::endl;
+                               erroneus_content = true;
+                               assert(0);
                        }
                }
+               if(erroneus_content)
+               {
+                       assert(0);
+               }
        }
-       
-       /*
-               Add block to sector
-       */
-       sector->insertBlock(block);
-       
-       // Lighting is invalid after generation for surface blocks
-       if(block_type == BT_SURFACE)
-       {
-#if 1
-               block->setLightingExpired(true);
-               lighting_invalidated_blocks.insert(p, block);
-#else
-               block->setLightingExpired(false);
 #endif
-       }
-       // Lighting is not invalid for other blocks
-       else
-       {
-               block->setLightingExpired(false);
-       }
 
+#if 0
        /*
-               Add trees
+               Generate a completely empty block
        */
-#if 1
-       if(some_part_underground && !completely_underground)
+       if(block)
        {
-               MapVoxelManipulator vm(this);
-               
-               double a = tree_amount_2d(m_seed, v2s16(p_nodes.X+8, p_nodes.Z+8));
-               u16 tree_count = (u16)(a*MAP_BLOCKSIZE*MAP_BLOCKSIZE);
-               for(u16 i=0; i<tree_count/2; i++)
+               for(s16 z0=0; z0<MAP_BLOCKSIZE; z0++)
+               for(s16 x0=0; x0<MAP_BLOCKSIZE; x0++)
                {
-                       v3s16 tree_p = p_nodes + v3s16(
-                               myrand_range(0,MAP_BLOCKSIZE-1),
-                               8,
-                               myrand_range(0,MAP_BLOCKSIZE-1)
-                       );
-                       double depth_guess;
-                       /*bool is_ground =*/ is_base_ground(m_seed,
-                                       intToFloat(tree_p, 1), &depth_guess);
-                       tree_p.Y += (depth_guess - 0.5);
-                       if(tree_p.Y <= WATER_LEVEL)
-                               continue;
-                       make_tree(vm, tree_p);
+                       for(s16 y0=0; y0<MAP_BLOCKSIZE; y0++)
+                       {
+                               MapNode n;
+                               if(y0%2==0)
+                                       n.d = CONTENT_AIR;
+                               else
+                                       n.d = CONTENT_STONE;
+                               block->setNode(v3s16(x0,y0,z0), n);
+                       }
                }
-
-               vm.blitBack(changed_blocks);
        }
 #endif
-       
-#if 0
-       /*
-               Debug information
-       */
-       dstream
-       <<"lighting_invalidated_blocks.size()"
-       <<", has_dungeons"
-       <<", completely_ug"
-       <<", some_part_ug"
-       <<"  "<<lighting_invalidated_blocks.size()
-       <<", "<<has_dungeons
-       <<", "<<completely_underground
-       <<", "<<some_part_underground
-       <<std::endl;
-#endif
+
+       if(enable_mapgen_debug_info == false)
+               timer.stop(true); // Hide output
 
        return block;
 }
 
 MapBlock * ServerMap::createBlock(v3s16 p)
 {
-       DSTACK("%s: p=(%d,%d,%d)",
+       DSTACKF("%s: p=(%d,%d,%d)",
                        __FUNCTION_NAME, p.X, p.Y, p.Z);
        
        /*
@@ -5115,23 +2452,63 @@ MapBlock * ServerMap::createBlock(v3s16 p)
 
        MapBlock *block = sector->getBlockNoCreateNoEx(block_y);
        if(block)
+       {
+               if(block->isDummy())
+                       block->unDummify();
                return block;
+       }
        // Create blank
        block = sector->createBlankBlock(block_y);
        return block;
 }
 
-MapBlock * ServerMap::emergeBlock(
-               v3s16 p,
-               bool only_from_disk,
-               core::map<v3s16, MapBlock*> &changed_blocks,
-               core::map<v3s16, MapBlock*> &lighting_invalidated_blocks
-)
+MapBlock * ServerMap::emergeBlock(v3s16 p, bool allow_generate)
 {
-       DSTACK("%s: p=(%d,%d,%d), only_from_disk=%d",
+       DSTACKF("%s: p=(%d,%d,%d), allow_generate=%d",
                        __FUNCTION_NAME,
-                       p.X, p.Y, p.Z, only_from_disk);
+                       p.X, p.Y, p.Z, allow_generate);
        
+       {
+               MapBlock *block = getBlockNoCreateNoEx(p);
+               if(block)
+                       return block;
+       }
+
+       {
+               MapBlock *block = loadBlock(p);
+               if(block)
+                       return block;
+       }
+
+       if(allow_generate)
+       {
+               core::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(core::map<v3s16, MapBlock*>::Iterator
+                                       i = modified_blocks.getIterator();
+                                       i.atEnd()==false; i++)
+                       {
+                               event.modified_blocks.insert(i.getNode()->getKey(), false);
+                       }
+
+                       // Queue event
+                       dispatchEvent(&event);
+                                                               
+                       return block;
+               }
+       }
+
+       return NULL;
+}
+
+#if 0
        /*
                Do not generate over-limit
        */
@@ -5151,12 +2528,12 @@ MapBlock * ServerMap::emergeBlock(
        */
        ServerMapSector *sector;
        try{
-               sector = (ServerMapSector*)emergeSector(p2d, changed_blocks);
-               assert(sector->getId() == MAPSECTOR_SERVER);
+               sector = createSector(p2d);
+               //sector = emergeSector(p2d, changed_blocks);
        }
        catch(InvalidPositionException &e)
        {
-               dstream<<"emergeBlock: emergeSector() failed: "
+               dstream<<"emergeBlock: createSector() failed: "
                                <<e.what()<<std::endl;
                dstream<<"Path to failed sector: "<<getSectorDir(p2d)
                                <<std::endl
@@ -5165,27 +2542,13 @@ MapBlock * ServerMap::emergeBlock(
        }
        catch(VersionMismatchException &e)
        {
-               dstream<<"emergeBlock: emergeSector() failed: "
+               dstream<<"emergeBlock: createSector() failed: "
                                <<e.what()<<std::endl;
                dstream<<"Path to failed sector: "<<getSectorDir(p2d)
                                <<std::endl
                                <<"You could try to delete it."<<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)
-       {
-               dstream<<"emergeBlock: emergeSector() failed: "
-                               <<e.what()<<std::endl;
-               dstream<<"Path to failed sector: "<<getSectorDir(p2d)
-                               <<std::endl
-                               <<"You could try to delete it."<<std::endl;
-               throw e;
-       }*/
 
        /*
                Try to get a block from the sector
@@ -5194,7 +2557,14 @@ MapBlock * ServerMap::emergeBlock(
        bool does_not_exist = false;
        bool lighting_expired = false;
        MapBlock *block = sector->getBlockNoCreateNoEx(block_y);
-
+       
+       // If not found, try loading from disk
+       if(block == NULL)
+       {
+               block = loadBlock(p);
+       }
+       
+       // Handle result
        if(block == NULL)
        {
                does_not_exist = true;
@@ -5246,9 +2616,7 @@ MapBlock * ServerMap::emergeBlock(
        if(does_not_exist)
        {
                block = generateBlock(p, block, sector, changed_blocks,
-                               lighting_invalidated_blocks);
-
-               lighting_expired = block->getLightingExpired();
+                               lighting_invalidated_blocks); 
        }
 
        if(lighting_expired)
@@ -5256,17 +2624,16 @@ MapBlock * ServerMap::emergeBlock(
                lighting_invalidated_blocks.insert(p, block);
        }
 
+#if 0
        /*
                Initially update sunlight
        */
-       
-       if(lighting_expired)
        {
                core::map<v3s16, bool> light_sources;
                bool black_air_left = false;
                bool bottom_invalid =
                                block->propagateSunlight(light_sources, true,
-                               &black_air_left, true);
+                               &black_air_left);
 
                // If sunlight didn't reach everywhere and part of block is
                // above ground, lighting has to be properly updated
@@ -5281,12 +2648,15 @@ MapBlock * ServerMap::emergeBlock(
                        lighting_invalidated_blocks[block->getPos()] = block;
                }
        }
+#endif
        
        return block;
 }
+#endif
 
 s16 ServerMap::findGroundLevel(v2s16 p2d)
 {
+#if 0
        /*
                Uh, just do something random...
        */
@@ -5312,18 +2682,25 @@ s16 ServerMap::findGroundLevel(v2s16 p2d)
                if(content_walkable(n.d) && n.d != CONTENT_IGNORE)
                        return p.Y;
        }
+
        // Move to plan b
 plan_b:
+#endif
+
        /*
-               Plan B: Get from map generator perlin noise function
+               Determine from map generator noise functions
        */
-       double level = base_rock_level_2d(m_seed, p2d);
-       return (s16)level;
+       
+       s16 level = mapgen::find_ground_level_from_noise(m_seed, p2d, 1);
+       return level;
+
+       //double level = base_rock_level_2d(m_seed, p2d) + AVERAGE_MUD_AMOUNT;
+       //return (s16)level;
 }
 
-void ServerMap::createDir(std::string path)
+void ServerMap::createDirs(std::string path)
 {
-       if(fs::CreateDir(path) == false)
+       if(fs::CreateAllDirs(path) == false)
        {
                m_dout<<DTIME<<"ServerMap: Failed to create directory "
                                <<"\""<<path<<"\""<<std::endl;
@@ -5331,29 +2708,52 @@ void ServerMap::createDir(std::string path)
        }
 }
 
-std::string ServerMap::getSectorSubDir(v2s16 pos)
+std::string ServerMap::getSectorDir(v2s16 pos, int layout)
 {
        char cc[9];
-       snprintf(cc, 9, "%.4x%.4x",
-                       (unsigned int)pos.X&0xffff,
-                       (unsigned int)pos.Y&0xffff);
+       switch(layout)
+       {
+               case 1:
+                       snprintf(cc, 9, "%.4x%.4x",
+                               (unsigned int)pos.X&0xffff,
+                               (unsigned int)pos.Y&0xffff);
 
-       return std::string(cc);
-}
+                       return m_savedir + "/sectors/" + cc;
+               case 2:
+                       snprintf(cc, 9, "%.3x/%.3x",
+                               (unsigned int)pos.X&0xfff,
+                               (unsigned int)pos.Y&0xfff);
 
-std::string ServerMap::getSectorDir(v2s16 pos)
-{
-       return m_savedir + "/sectors/" + getSectorSubDir(pos);
+                       return m_savedir + "/sectors2/" + cc;
+               default:
+                       assert(false);
+       }
 }
 
 v2s16 ServerMap::getSectorPos(std::string dirname)
 {
-       if(dirname.size() != 8)
-               throw InvalidFilenameException("Invalid sector directory name");
        unsigned int x, y;
-       int r = sscanf(dirname.c_str(), "%4x%4x", &x, &y);
-       if(r != 2)
-               throw InvalidFilenameException("Invalid sector directory name");
+       int r;
+       size_t spos = dirname.rfind('/') + 1;
+       assert(spos != std::string::npos);
+       if(dirname.size() - spos == 8)
+       {
+               // Old layout
+               r = sscanf(dirname.substr(spos).c_str(), "%4x%4x", &x, &y);
+       }
+       else if(dirname.size() - spos == 3)
+       {
+               // New layout
+               r = sscanf(dirname.substr(spos-4).c_str(), "%3x/%3x", &x, &y);
+               // Sign-extend the 12 bit values up to 16 bits...
+               if(x&0x800) x|=0xF000;
+               if(y&0x800) y|=0xF000;
+       }
+       else
+       {
+               assert(false);
+       }
+       assert(r == 2);
        v2s16 pos((s16)x, (s16)y);
        return pos;
 }
@@ -5372,6 +2772,13 @@ v3s16 ServerMap::getBlockPos(std::string sectordir, std::string blockfile)
        return v3s16(p2d.X, y, p2d.Y);
 }
 
+std::string ServerMap::getBlockFilename(v3s16 p)
+{
+       char cc[5];
+       snprintf(cc, 5, "%.4x", (unsigned int)p.Y&0xffff);
+       return cc;
+}
+
 void ServerMap::save(bool only_changed)
 {
        DSTACK(__FUNCTION_NAME);
@@ -5385,14 +2792,14 @@ void ServerMap::save(bool only_changed)
                dstream<<DTIME<<"ServerMap: Saving whole map, this can take time."
                                <<std::endl;
        
-       saveMapMeta();
-       saveChunkMeta();
-       
+       if(only_changed == false || m_map_metadata_changed)
+       {
+               saveMapMeta();
+       }
+
        u32 sector_meta_count = 0;
        u32 block_count = 0;
-       
-       { //sectorlock
-       JMutexAutoLock lock(m_sector_mutex);
+       u32 block_count_all = 0; // Number of blocks in memory
        
        core::map<v2s16, MapSector*>::Iterator i = m_sectors.getIterator();
        for(; i.atEnd() == false; i++)
@@ -5411,136 +2818,47 @@ void ServerMap::save(bool only_changed)
                for(j=blocks.begin(); j!=blocks.end(); j++)
                {
                        MapBlock *block = *j;
-                       if(block->getChangedFlag() || only_changed == false)
+                       
+                       block_count_all++;
+
+                       if(block->getModified() >= MOD_STATE_WRITE_NEEDED 
+                                       || only_changed == false)
                        {
                                saveBlock(block);
                                block_count++;
 
-                               /*dstream<<"ServerMap: Written block ("
-                                               <<block->getPos().X<<","
-                                               <<block->getPos().Y<<","
-                                               <<block->getPos().Z<<")"
-                                               <<std::endl;*/
-                       }
-               }
-       }
-
-       }//sectorlock
-       
-       /*
-               Only print if something happened or saved whole map
-       */
-       if(only_changed == false || sector_meta_count != 0
-                       || block_count != 0)
-       {
-               dstream<<DTIME<<"ServerMap: Written: "
-                               <<sector_meta_count<<" sector metadata files, "
-                               <<block_count<<" block files"
-                               <<std::endl;
-       }
-}
-
-void ServerMap::loadAll()
-{
-       DSTACK(__FUNCTION_NAME);
-       dstream<<DTIME<<"ServerMap: Loading map..."<<std::endl;
-       
-       loadMapMeta();
-       loadChunkMeta();
-
-       std::vector<fs::DirListNode> list = fs::GetDirListing(m_savedir+"/sectors/");
-
-       dstream<<DTIME<<"There are "<<list.size()<<" sectors."<<std::endl;
-       
-       JMutexAutoLock lock(m_sector_mutex);
-       
-       s32 counter = 0;
-       s32 printed_counter = -100000;
-       s32 count = list.size();
-
-       std::vector<fs::DirListNode>::iterator i;
-       for(i=list.begin(); i!=list.end(); i++)
-       {
-               if(counter > printed_counter + 10)
-               {
-                       dstream<<DTIME<<counter<<"/"<<count<<std::endl;
-                       printed_counter = counter;
-               }
-               counter++;
-
-               MapSector *sector = NULL;
-
-               // We want directories
-               if(i->dir == false)
-                       continue;
-               try{
-                       sector = loadSectorMeta(i->name);
-               }
-               catch(InvalidFilenameException &e)
-               {
-                       // This catches unknown crap in directory
-               }
-               
-               std::vector<fs::DirListNode> list2 = fs::GetDirListing
-                               (m_savedir+"/sectors/"+i->name);
-               std::vector<fs::DirListNode>::iterator i2;
-               for(i2=list2.begin(); i2!=list2.end(); i2++)
-               {
-                       // We want files
-                       if(i2->dir)
-                               continue;
-                       try{
-                               loadBlock(i->name, i2->name, sector);
-                       }
-                       catch(InvalidFilenameException &e)
-                       {
-                               // This catches unknown crap in directory
+                               /*dstream<<"ServerMap: Written block ("
+                                               <<block->getPos().X<<","
+                                               <<block->getPos().Y<<","
+                                               <<block->getPos().Z<<")"
+                                               <<std::endl;*/
                        }
                }
        }
-       dstream<<DTIME<<"ServerMap: Map loaded."<<std::endl;
-}
-
-#if 0
-void ServerMap::saveMasterHeightmap()
-{
-       DSTACK(__FUNCTION_NAME);
-       
-       dstream<<"DEPRECATED: "<<__FUNCTION_NAME<<std::endl;
-
-       createDir(m_savedir);
-       
-       /*std::string fullpath = m_savedir + "/master_heightmap";
-       std::ofstream o(fullpath.c_str(), std::ios_base::binary);
-       if(o.good() == false)
-               throw FileNotGoodException("Cannot open master heightmap");*/
-       
-       // Format used for writing
-       //u8 version = SER_FMT_VER_HIGHEST;
-}
-
-void ServerMap::loadMasterHeightmap()
-{
-       DSTACK(__FUNCTION_NAME);
-       
-       dstream<<"DEPRECATED: "<<__FUNCTION_NAME<<std::endl;
 
-       /*std::string fullpath = m_savedir + "/master_heightmap";
-       std::ifstream is(fullpath.c_str(), std::ios_base::binary);
-       if(is.good() == false)
-               throw FileNotGoodException("Cannot open master heightmap");*/
+       /*
+               Only print if something happened or saved whole map
+       */
+       if(only_changed == false || sector_meta_count != 0
+                       || block_count != 0)
+       {
+               dstream<<DTIME<<"ServerMap: Written: "
+                               <<sector_meta_count<<" sector metadata files, "
+                               <<block_count<<" block files"
+                               <<", "<<block_count_all<<" blocks in memory."
+                               <<std::endl;
+       }
 }
-#endif
 
 void ServerMap::saveMapMeta()
 {
        DSTACK(__FUNCTION_NAME);
        
        dstream<<"INFO: ServerMap::saveMapMeta(): "
-                       <<"seed="<<m_seed<<", chunksize="<<m_chunksize
+                       <<"seed="<<m_seed
                        <<std::endl;
 
-       createDir(m_savedir);
+       createDirs(m_savedir);
        
        std::string fullpath = m_savedir + "/map_meta.txt";
        std::ofstream os(fullpath.c_str(), std::ios_base::binary);
@@ -5553,19 +2871,19 @@ void ServerMap::saveMapMeta()
        
        Settings params;
        params.setU64("seed", m_seed);
-       params.setS32("chunksize", m_chunksize);
 
        params.writeLines(os);
 
        os<<"[end_of_params]\n";
        
+       m_map_metadata_changed = false;
 }
 
 void ServerMap::loadMapMeta()
 {
        DSTACK(__FUNCTION_NAME);
        
-       dstream<<"INFO: ServerMap::loadMapMeta(): Loading chunk metadata"
+       dstream<<"INFO: ServerMap::loadMapMeta(): Loading map metadata"
                        <<std::endl;
 
        std::string fullpath = m_savedir + "/map_meta.txt";
@@ -5574,7 +2892,7 @@ void ServerMap::loadMapMeta()
        {
                dstream<<"ERROR: ServerMap::loadMapMeta(): "
                                <<"could not open"<<fullpath<<std::endl;
-               throw FileNotGoodException("Cannot open chunk metadata");
+               throw FileNotGoodException("Cannot open map metadata");
        }
 
        Settings params;
@@ -5593,99 +2911,10 @@ void ServerMap::loadMapMeta()
        }
 
        m_seed = params.getU64("seed");
-       m_chunksize = params.getS32("chunksize");
 
        dstream<<"INFO: ServerMap::loadMapMeta(): "
-                       <<"seed="<<m_seed<<", chunksize="<<m_chunksize
-                       <<std::endl;
-}
-
-void ServerMap::saveChunkMeta()
-{
-       DSTACK(__FUNCTION_NAME);
-       
-       u32 count = m_chunks.size();
-
-       dstream<<"INFO: ServerMap::saveChunkMeta(): Saving metadata of "
-                       <<count<<" chunks"<<std::endl;
-
-       createDir(m_savedir);
-       
-       std::string fullpath = m_savedir + "/chunk_meta";
-       std::ofstream os(fullpath.c_str(), std::ios_base::binary);
-       if(os.good() == false)
-       {
-               dstream<<"ERROR: ServerMap::saveChunkMeta(): "
-                               <<"could not open"<<fullpath<<std::endl;
-               throw FileNotGoodException("Cannot open chunk metadata");
-       }
-       
-       u8 version = 0;
-       
-       // Write version
-       os.write((char*)&version, 1);
-
-       u8 buf[4];
-       
-       // Write count
-       writeU32(buf, count);
-       os.write((char*)buf, 4);
-       
-       for(core::map<v2s16, MapChunk*>::Iterator
-                       i = m_chunks.getIterator();
-                       i.atEnd()==false; i++)
-       {
-               v2s16 p = i.getNode()->getKey();
-               MapChunk *chunk = i.getNode()->getValue();
-               // Write position
-               writeV2S16(buf, p);
-               os.write((char*)buf, 4);
-               // Write chunk data
-               chunk->serialize(os, version);
-       }
-}
-
-void ServerMap::loadChunkMeta()
-{
-       DSTACK(__FUNCTION_NAME);
-       
-       dstream<<"INFO: ServerMap::loadChunkMeta(): Loading chunk metadata"
+                       <<"seed="<<m_seed
                        <<std::endl;
-
-       std::string fullpath = m_savedir + "/chunk_meta";
-       std::ifstream is(fullpath.c_str(), std::ios_base::binary);
-       if(is.good() == false)
-       {
-               dstream<<"ERROR: ServerMap::loadChunkMeta(): "
-                               <<"could not open"<<fullpath<<std::endl;
-               throw FileNotGoodException("Cannot open chunk metadata");
-       }
-
-       u8 version = 0;
-       
-       // Read version
-       is.read((char*)&version, 1);
-
-       u8 buf[4];
-       
-       // Read count
-       is.read((char*)buf, 4);
-       u32 count = readU32(buf);
-
-       dstream<<"INFO: ServerMap::loadChunkMeta(): Loading metadata of "
-                       <<count<<" chunks"<<std::endl;
-       
-       for(u32 i=0; i<count; i++)
-       {
-               v2s16 p;
-               MapChunk *chunk = new MapChunk();
-               // Read position
-               is.read((char*)buf, 4);
-               p = readV2S16(buf);
-               // Read chunk data
-               chunk->deSerialize(is, version);
-               m_chunks.insert(p, chunk);
-       }
 }
 
 void ServerMap::saveSectorMeta(ServerMapSector *sector)
@@ -5695,10 +2924,8 @@ void ServerMap::saveSectorMeta(ServerMapSector *sector)
        u8 version = SER_FMT_VER_HIGHEST;
        // Get destination
        v2s16 pos = sector->getPos();
-       createDir(m_savedir);
-       createDir(m_savedir+"/sectors");
        std::string dir = getSectorDir(pos);
-       createDir(dir);
+       createDirs(dir);
        
        std::string fullpath = dir + "/meta";
        std::ofstream o(fullpath.c_str(), std::ios_base::binary);
@@ -5710,37 +2937,117 @@ void ServerMap::saveSectorMeta(ServerMapSector *sector)
        sector->differs_from_disk = false;
 }
 
-MapSector* ServerMap::loadSectorMeta(std::string dirname)
+MapSector* ServerMap::loadSectorMeta(std::string sectordir, bool save_after_load)
 {
        DSTACK(__FUNCTION_NAME);
        // Get destination
-       v2s16 p2d = getSectorPos(dirname);
-       std::string dir = m_savedir + "/sectors/" + dirname;
-       
-       std::string fullpath = dir + "/meta";
+       v2s16 p2d = getSectorPos(sectordir);
+
+       ServerMapSector *sector = NULL;
+
+       std::string fullpath = sectordir + "/meta";
        std::ifstream is(fullpath.c_str(), std::ios_base::binary);
        if(is.good() == false)
-               throw FileNotGoodException("Cannot open sector metafile");
-
-       ServerMapSector *sector = ServerMapSector::deSerialize
-                       (is, this, p2d, m_sectors);
+       {
+               // If the directory exists anyway, it probably is in some old
+               // format. Just go ahead and create the sector.
+               if(fs::PathExists(sectordir))
+               {
+                       /*dstream<<"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_sectors.insert(p2d, sector);
+               }
+               else
+               {
+                       throw FileNotGoodException("Cannot open sector metafile");
+               }
+       }
+       else
+       {
+               sector = ServerMapSector::deSerialize
+                               (is, this, p2d, m_sectors);
+               if(save_after_load)
+                       saveSectorMeta(sector);
+       }
        
        sector->differs_from_disk = false;
 
        return sector;
 }
 
+bool ServerMap::loadSectorMeta(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;
+       }
+       
+       return true;
+}
+
+#if 0
 bool ServerMap::loadSectorFull(v2s16 p2d)
 {
        DSTACK(__FUNCTION_NAME);
-       std::string sectorsubdir = getSectorSubDir(p2d);
 
        MapSector *sector = NULL;
 
-       JMutexAutoLock lock(m_sector_mutex);
+       // 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(sectorsubdir);
+               sector = loadSectorMeta(sectordir, loadlayout != 2);
        }
        catch(InvalidFilenameException &e)
        {
@@ -5759,7 +3066,7 @@ bool ServerMap::loadSectorFull(v2s16 p2d)
                Load blocks
        */
        std::vector<fs::DirListNode> list2 = fs::GetDirListing
-                       (m_savedir+"/sectors/"+sectorsubdir);
+                       (sectordir);
        std::vector<fs::DirListNode>::iterator i2;
        for(i2=list2.begin(); i2!=list2.end(); i2++)
        {
@@ -5767,15 +3074,24 @@ bool ServerMap::loadSectorFull(v2s16 p2d)
                if(i2->dir)
                        continue;
                try{
-                       loadBlock(sectorsubdir, i2->name, sector);
+                       loadBlock(sectordir, i2->name, sector, loadlayout != 2);
                }
                catch(InvalidFilenameException &e)
                {
                        // This catches unknown crap in directory
                }
        }
+
+       if(loadlayout != 2)
+       {
+               dstream<<"Sector converted to new layout - deleting "<<
+                       sectordir1<<std::endl;
+               fs::RecursiveDelete(sectordir1);
+       }
+
        return true;
 }
+#endif
 
 void ServerMap::saveBlock(MapBlock *block)
 {
@@ -5795,16 +3111,13 @@ void ServerMap::saveBlock(MapBlock *block)
        u8 version = SER_FMT_VER_HIGHEST;
        // Get destination
        v3s16 p3d = block->getPos();
-       v2s16 p2d(p3d.X, p3d.Z);
-       createDir(m_savedir);
-       createDir(m_savedir+"/sectors");
-       std::string dir = getSectorDir(p2d);
-       createDir(dir);
        
-       // Block file is map/sectors/xxxxxxxx/xxxx
-       char cc[5];
-       snprintf(cc, 5, "%.4x", (unsigned int)p3d.Y&0xffff);
-       std::string fullpath = dir + "/" + cc;
+       v2s16 p2d(p3d.X, p3d.Z);
+       std::string sectordir = getSectorDir(p2d);
+
+       createDirs(sectordir);
+
+       std::string fullpath = sectordir+"/"+getBlockFilename(p3d);
        std::ofstream o(fullpath.c_str(), std::ios_base::binary);
        if(o.good() == false)
                throw FileNotGoodException("Cannot open block data");
@@ -5815,32 +3128,27 @@ void ServerMap::saveBlock(MapBlock *block)
        */
        o.write((char*)&version, 1);
        
+       // Write basic data
        block->serialize(o, version);
-
-       /*
-               Versions up from 9 have block objects.
-       */
-       if(version >= 9)
-       {
-               block->serializeObjects(o, version);
-       }
        
-       // We just wrote it to the disk
-       block->resetChangedFlag();
+       // Write extra data stored on disk
+       block->serializeDiskExtra(o, version);
+
+       // We just wrote it to the disk so clear modified flag
+       block->resetModified();
 }
 
-void ServerMap::loadBlock(std::string sectordir, std::string blockfile, MapSector *sector)
+void ServerMap::loadBlock(std::string sectordir, std::string blockfile, MapSector *sector, bool save_after_load)
 {
        DSTACK(__FUNCTION_NAME);
 
+       std::string fullpath = sectordir+"/"+blockfile;
        try{
 
-               // Block file is map/sectors/xxxxxxxx/xxxx
-               std::string fullpath = m_savedir+"/sectors/"+sectordir+"/"+blockfile;
                std::ifstream is(fullpath.c_str(), std::ios_base::binary);
                if(is.good() == false)
                        throw FileNotGoodException("Cannot open block file");
-
+               
                v3s16 p3d = getBlockPos(sectordir, blockfile);
                v2s16 p2d(p3d.X, p3d.Z);
                
@@ -5862,50 +3170,110 @@ void ServerMap::loadBlock(std::string sectordir, std::string blockfile, MapSecto
 
                MapBlock *block = NULL;
                bool created_new = false;
-               try{
-                       block = sector->getBlockNoCreate(p3d.Y);
-               }
-               catch(InvalidPositionException &e)
+               block = sector->getBlockNoCreateNoEx(p3d.Y);
+               if(block == NULL)
                {
                        block = sector->createBlankBlockNoInsert(p3d.Y);
                        created_new = true;
                }
                
-               // deserialize block data
+               // Read basic data
                block->deSerialize(is, version);
-               
-               /*
-                       Versions up from 9 have block objects.
-               */
-               if(version >= 9)
-               {
-                       block->updateObjects(is, version, NULL, 0);
-               }
 
+               // 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);
                
                /*
-                       Convert old formats to new and save
+                       Save blocks loaded in old format in new format
                */
 
-               // Save old format blocks in new format
-               if(version < SER_FMT_VER_HIGHEST)
+               if(version < SER_FMT_VER_HIGHEST || save_after_load)
                {
                        saveBlock(block);
                }
                
                // We just loaded it from the disk, so it's up-to-date.
-               block->resetChangedFlag();
+               block->resetModified();
 
        }
        catch(SerializationError &e)
        {
                dstream<<"WARNING: Invalid block data on disk "
-                               "(SerializationError). Ignoring. "
-                               "A new one will be generated."
+                               <<"fullpath="<<fullpath
+                               <<" (SerializationError). "
+                               <<"what()="<<e.what()
                                <<std::endl;
+                               //" Ignoring. A new one will be generated.
+               assert(0);
+
+               // TODO: Backup file; name is in fullpath.
+       }
+}
+
+MapBlock* ServerMap::loadBlock(v3s16 blockpos)
+{
+       DSTACK(__FUNCTION_NAME);
+
+       v2s16 p2d(blockpos.X, blockpos.Z);
+
+       // 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);
+       }
+       
+       /*
+               Make sure sector is loaded
+       */
+       MapSector *sector = getSectorNoGenerateNoEx(p2d);
+       if(sector == NULL)
+       {
+               try{
+                       sector = loadSectorMeta(sectordir, loadlayout != 2);
+               }
+               catch(InvalidFilenameException &e)
+               {
+                       return false;
+               }
+               catch(FileNotGoodException &e)
+               {
+                       return false;
+               }
+               catch(std::exception &e)
+               {
+                       return false;
+               }
        }
+       
+       /*
+               Make sure file exists
+       */
+
+       std::string blockfilename = getBlockFilename(blockpos);
+       if(fs::PathExists(sectordir+"/"+blockfilename) == false)
+               return NULL;
+
+       /*
+               Load block
+       */
+       loadBlock(sectordir, blockfilename, sector, loadlayout != 2);
+       return getBlockNoCreateNoEx(blockpos);
 }
 
 void ServerMap::PrintInfo(std::ostream &out)
@@ -5966,19 +3334,20 @@ MapSector * ClientMap::emergeSector(v2s16 p2d)
        ClientMapSector *sector = new ClientMapSector(this, p2d);
        
        {
-               JMutexAutoLock lock(m_sector_mutex);
+               //JMutexAutoLock lock(m_sector_mutex); // Bulk comment-out
                m_sectors.insert(p2d, sector);
        }
        
        return sector;
 }
 
+#if 0
 void ClientMap::deSerializeSector(v2s16 p2d, std::istream &is)
 {
        DSTACK(__FUNCTION_NAME);
        ClientMapSector *sector = NULL;
 
-       JMutexAutoLock lock(m_sector_mutex);
+       //JMutexAutoLock lock(m_sector_mutex); // Bulk comment-out
        
        core::map<v2s16, MapSector*>::Node *n = m_sectors.find(p2d);
 
@@ -5991,13 +3360,14 @@ void ClientMap::deSerializeSector(v2s16 p2d, std::istream &is)
        {
                sector = new ClientMapSector(this, p2d);
                {
-                       JMutexAutoLock lock(m_sector_mutex);
+                       //JMutexAutoLock lock(m_sector_mutex); // Bulk comment-out
                        m_sectors.insert(p2d, sector);
                }
        }
 
        sector->deSerialize(is);
 }
+#endif
 
 void ClientMap::OnRegisterSceneNode()
 {
@@ -6016,6 +3386,14 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
        DSTACK(__FUNCTION_NAME);
 
        bool is_transparent_pass = pass == scene::ESNRP_TRANSPARENT;
+       
+       /*
+               This is called two times per frame, reset on the non-transparent one
+       */
+       if(pass == scene::ESNRP_SOLID)
+       {
+               m_last_drawn_sectors.clear();
+       }
 
        /*
                Get time for measuring timeout.
@@ -6025,7 +3403,7 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
        */
        int time1 = time(0);
 
-       u32 daynight_ratio = m_client->getDayNightRatio();
+       //u32 daynight_ratio = m_client->getDayNightRatio();
 
        m_camera_mutex.Lock();
        v3f camera_position = m_camera_position;
@@ -6048,9 +3426,9 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
 
        // Take a fair amount as we will be dropping more out later
        v3s16 p_blocks_min(
-                       p_nodes_min.X / MAP_BLOCKSIZE - 1,
-                       p_nodes_min.Y / MAP_BLOCKSIZE - 1,
-                       p_nodes_min.Z / MAP_BLOCKSIZE - 1);
+                       p_nodes_min.X / MAP_BLOCKSIZE - 2,
+                       p_nodes_min.Y / MAP_BLOCKSIZE - 2,
+                       p_nodes_min.Z / MAP_BLOCKSIZE - 2);
        v3s16 p_blocks_max(
                        p_nodes_max.X / MAP_BLOCKSIZE + 1,
                        p_nodes_max.Y / MAP_BLOCKSIZE + 1,
@@ -6064,9 +3442,6 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
        u32 blocks_would_have_drawn = 0;
        u32 blocks_drawn = 0;
 
-       //NOTE: The sectors map should be locked but we're not doing it
-       // because it'd cause too much delays
-
        int timecheck_counter = 0;
        core::map<v2s16, MapSector*>::Iterator si;
        si = m_sectors.getIterator();
@@ -6106,6 +3481,8 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
                /*
                        Draw blocks
                */
+               
+               u32 sector_blocks_drawn = 0;
 
                core::list< MapBlock * >::Iterator i;
                for(i=sectorblocks.begin(); i!=sectorblocks.end(); i++)
@@ -6127,8 +3504,11 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
                        {
                                continue;
                        }
+
+                       // Okay, this block will be drawn. Reset usage timer.
+                       block->resetUsageTimer();
                        
-                       // This is ugly
+                       // This is ugly (spherical distance limit?)
                        /*if(m_control.range_all == false &&
                                        d - 0.5*BS*MAP_BLOCKSIZE > range)
                                continue;*/
@@ -6136,6 +3516,9 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
 #if 1
                        /*
                                Update expired mesh (used for day/night change)
+
+                               It doesn't work exactly like it should now with the
+                               tasked mesh update but whatever.
                        */
 
                        bool mesh_expired = false;
@@ -6172,28 +3555,12 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
                                mesh_update_count++;
 
                                // Mesh has been expired: generate new mesh
-                               //block->updateMeshes(daynight_i);
-                               block->updateMesh(daynight_ratio);
+                               //block->updateMesh(daynight_ratio);
+                               m_client->addUpdateMeshTask(block->getPos());
 
                                mesh_expired = false;
                        }
                        
-                       /*
-                               Don't draw an expired mesh that is far away
-                       */
-                       /*if(mesh_expired && d >= faraway)
-                       //if(mesh_expired)
-                       {
-                               // Instead, delete it
-                               JMutexAutoLock lock(block->mesh_mutex);
-                               if(block->mesh)
-                               {
-                                       block->mesh->drop();
-                                       block->mesh = NULL;
-                               }
-                               // And continue to next block
-                               continue;
-                       }*/
 #endif
                        /*
                                Draw the faces of the block
@@ -6211,7 +3578,9 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
                                                && m_control.range_all == false
                                                && d > m_control.wanted_min_range * BS)
                                        continue;
+
                                blocks_drawn++;
+                               sector_blocks_drawn++;
 
                                u32 c = mesh->getMeshBufferCount();
 
@@ -6237,6 +3606,11 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
                                }
                        }
                } // foreach sectorblocks
+
+               if(sector_blocks_drawn != 0)
+               {
+                       m_last_drawn_sectors[sp] = true;
+               }
        }
        
        m_control.blocks_drawn = blocks_drawn;
@@ -6381,6 +3755,7 @@ void ClientMap::updateMeshes(v3s16 blockpos, u32 daynight_ratio)
                v3s16 p = blockpos + v3s16(0,0,0);
                MapBlock *b = getBlockNoCreate(p);
                b->updateMesh(daynight_ratio);
+               //b->setMeshExpired(true);
        }
        catch(InvalidPositionException &e){}
        // Leading edge
@@ -6388,40 +3763,61 @@ void ClientMap::updateMeshes(v3s16 blockpos, u32 daynight_ratio)
                v3s16 p = blockpos + v3s16(-1,0,0);
                MapBlock *b = getBlockNoCreate(p);
                b->updateMesh(daynight_ratio);
+               //b->setMeshExpired(true);
        }
        catch(InvalidPositionException &e){}
        try{
                v3s16 p = blockpos + v3s16(0,-1,0);
                MapBlock *b = getBlockNoCreate(p);
                b->updateMesh(daynight_ratio);
+               //b->setMeshExpired(true);
        }
        catch(InvalidPositionException &e){}
        try{
                v3s16 p = blockpos + v3s16(0,0,-1);
                MapBlock *b = getBlockNoCreate(p);
                b->updateMesh(daynight_ratio);
+               //b->setMeshExpired(true);
        }
        catch(InvalidPositionException &e){}
-       /*// Trailing edge
-       try{
-               v3s16 p = blockpos + v3s16(1,0,0);
-               MapBlock *b = getBlockNoCreate(p);
-               b->updateMesh(daynight_ratio);
-       }
-       catch(InvalidPositionException &e){}
-       try{
-               v3s16 p = blockpos + v3s16(0,1,0);
-               MapBlock *b = getBlockNoCreate(p);
-               b->updateMesh(daynight_ratio);
-       }
-       catch(InvalidPositionException &e){}
-       try{
-               v3s16 p = blockpos + v3s16(0,0,1);
-               MapBlock *b = getBlockNoCreate(p);
+}
+
+#if 0
+/*
+       Update mesh of block in which the node is, and if the node is at the
+       leading edge, update the appropriate leading blocks too.
+*/
+void ClientMap::updateNodeMeshes(v3s16 nodepos, u32 daynight_ratio)
+{
+       v3s16 dirs[4] = {
+               v3s16(0,0,0),
+               v3s16(-1,0,0),
+               v3s16(0,-1,0),
+               v3s16(0,0,-1),
+       };
+       v3s16 blockposes[4];
+       for(u32 i=0; i<4; i++)
+       {
+               v3s16 np = nodepos + dirs[i];
+               blockposes[i] = getNodeBlockPos(np);
+               // Don't update mesh of block if it has been done already
+               bool already_updated = false;
+               for(u32 j=0; j<i; j++)
+               {
+                       if(blockposes[j] == blockposes[i])
+                       {
+                               already_updated = true;
+                               break;
+                       }
+               }
+               if(already_updated)
+                       continue;
+               // Update mesh
+               MapBlock *b = getBlockNoCreate(blockposes[i]);
                b->updateMesh(daynight_ratio);
        }
-       catch(InvalidPositionException &e){}*/
 }
+#endif
 
 void ClientMap::PrintInfo(std::ostream &out)
 {
@@ -6580,7 +3976,8 @@ void MapVoxelManipulator::blitBack
 }
 
 ManualMapVoxelManipulator::ManualMapVoxelManipulator(Map *map):
-               MapVoxelManipulator(map)
+               MapVoxelManipulator(map),
+               m_create_area(false)
 {
 }