Revert mapgen to best working version (2)
authorPerttu Ahola <celeron55@gmail.com>
Sun, 3 Apr 2011 09:14:23 +0000 (12:14 +0300)
committerPerttu Ahola <celeron55@gmail.com>
Sun, 3 Apr 2011 09:14:23 +0000 (12:14 +0300)
src/main.cpp
src/map.cpp
src/map.h
src/mapblock.cpp
src/mapblock.h
src/server.cpp

index fb1b2d8fd9a80d00f4c6d0f59a41279d144a1425..b069ee87f0be5a48c14cc1e7ce7c6206915b2f6a 100644 (file)
@@ -259,11 +259,11 @@ FEATURE: Erosion simulation at map generation time
                - Simulate rock falling from cliffs when water has removed\r
                  enough solid rock from the bottom\r
 \r
-Mapgen v2 (not doing):\r
+Mapgen v2:\r
 * only_from_disk might not work anymore - check and fix it.\r
 * Make the generator to run in background and not blocking block\r
   placement and transfer\r
-* Add some kind of erosion and other stuff that now is possible\r
+* Possibly add some kind of erosion and other stuff\r
 * Make client to fetch stuff asynchronously\r
   - Needs method SyncProcessData\r
 * Better water generation (spread it to underwater caverns but don't\r
@@ -273,28 +273,6 @@ Mapgen v2 (not doing):
   the other chunk making nasty straight walls when the other chunk\r
   is generated. Fix it.\r
 \r
-Mapgen v4 (not doing):\r
-* only_from_disk might not work anymore - check and fix it.\r
-* Make the generator to run in background and not blocking block\r
-  placement and transfer\r
-* Make chunks to be tiled vertically too\r
-* MAKE IT FASTER\r
-\r
-Mapgen v3 (not doing):\r
-* Generate trees better\r
-  - Add a "trees_added" flag to sector, or something\r
-* How 'bout making turbulence controlled so that for a given 2d position\r
-  it can be completely turned off, and is usually so. This way generation\r
-  can be sped up a lot.\r
-* Add a way to generate a block partly, so that trees are not added, like\r
-  the chunks in v2\r
-* Add mud "discretely", not by guessing from the noise\r
-\r
-Mapgen v4:\r
-* This will be the final way.\r
-* Generate blocks in the same way as chunks, by copying a VoxelManipulator\r
-  from the map that is one block larger in all directions.\r
-\r
 Misc. stuff:\r
 ------------\r
 * Make an "environment metafile" to store at least time of day\r
@@ -1275,6 +1253,7 @@ void draw_hotbar(video::IVideoDriver *driver, gui::IGUIFont *font,
        }\r
 }\r
 \r
+#if 0\r
 video::ITexture *g_map_plot_texture = NULL;\r
 float g_map_plot_texture_scale = 4;\r
 \r
@@ -1416,6 +1395,7 @@ void updateMapPlotTexture(v2f centerpos, video::IVideoDriver* driver,
        img->drop();\r
        assert(g_map_plot_texture);\r
 }\r
+#endif\r
 \r
 // Chat data\r
 struct ChatLine\r
@@ -3219,7 +3199,7 @@ int main(int argc, char *argv[])
                                x++;\r
                        }\r
                }\r
-\r
+#if 0\r
                /*\r
                        Draw map plot\r
                */\r
@@ -3234,7 +3214,7 @@ int main(int argc, char *argv[])
                        core::rect<s32> source(v2s32(0,0), g_map_plot_texture->getSize());\r
                        driver->draw2DImage(g_map_plot_texture, dest, source);\r
                }\r
-\r
+#endif\r
                /*\r
                        Draw crosshair\r
                */\r
@@ -3277,6 +3257,7 @@ int main(int argc, char *argv[])
                        End of drawing\r
                */\r
 \r
+#if 0\r
                /*\r
                        Refresh map plot if player has moved considerably\r
                */\r
@@ -3291,6 +3272,7 @@ int main(int argc, char *argv[])
                        }\r
                        g_refresh_map_plot = false;\r
                }\r
+#endif\r
                \r
                static s16 lastFPS = 0;\r
                //u16 fps = driver->getFPS();\r
index 651bece4f35f191908da0460edb0efc52552d6de..0ed2d7da2d1ba640258fbe7e57a9b063dc608607 100644 (file)
@@ -183,9 +183,6 @@ bool Map::isNodeUnderground(v3s16 p)
        light_sources to re-light the area without the removed light.
 
        values of from_nodes are lighting values.
-
-       There is a duplicate implementation of this in VoxelManipulator,
-       which is faster for large volumes
 */
 void Map::unspreadLight(enum LightBank bank,
                core::map<v3s16, u8> & from_nodes,
@@ -369,9 +366,6 @@ void Map::unLightNeighbors(enum LightBank bank,
 /*
        Lights neighbors of from_nodes, collects all them and then
        goes on recursively.
-
-       There is a duplicate implementation of this in VoxelManipulator,
-       which is faster for large volumes
 */
 void Map::spreadLight(enum LightBank bank,
                core::map<v3s16, bool> & from_nodes,
@@ -846,8 +840,6 @@ 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.
-
-       NOTE: This takes almost no time, the slow one is updateMeshes.
 */
 void Map::addNodeAndUpdate(v3s16 p, MapNode n,
                core::map<v3s16, MapBlock*> &modified_blocks)
@@ -1044,7 +1036,6 @@ void Map::addNodeAndUpdate(v3s16 p, MapNode n,
 }
 
 /*
-       NOTE: This takes almost no time, the slow one is updateMeshes.
 */
 void Map::removeNodeAndUpdate(v3s16 p,
                core::map<v3s16, MapBlock*> &modified_blocks)
@@ -1431,9 +1422,6 @@ void Map::transformLiquids(core::map<v3s16, MapBlock*> & modified_blocks)
 
        while(m_transforming_liquid.size() != 0)
        {
-               try
-               {
-
                /*
                        Get a queued transforming liquid node
                */
@@ -1692,12 +1680,9 @@ void Map::transformLiquids(core::map<v3s16, MapBlock*> & modified_blocks)
                }
 
                loopcount++;
-               if(loopcount >= initial_size * 1 || loopcount >= 1000)
+               //if(loopcount >= 100000)
+               if(loopcount >= initial_size * 1)
                        break;
-                       
-               }catch(InvalidPositionException &e)
-               {
-               }
        }
        //dstream<<"Map::transformLiquids(): loopcount="<<loopcount<<std::endl;
 }
@@ -1710,6 +1695,13 @@ ServerMap::ServerMap(std::string savedir):
        Map(dout_server),
        m_seed(0)
 {
+       
+       //m_chunksize = 64;
+       //m_chunksize = 16; // Too slow
+       m_chunksize = 8; // Takes a few seconds
+       //m_chunksize = 4;
+       //m_chunksize = 2;
+       
        // TODO: Save to and load from a file
        m_seed = (((u64)(myrand()%0xffff)<<0)
                        + ((u64)(myrand()%0xffff)<<16)
@@ -1744,9 +1736,12 @@ ServerMap::ServerMap(std::string savedir):
                        }
                        else
                        {
-                               // Load map metadata (seed)
+                               // 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)");*/
@@ -1809,6 +1804,16 @@ ServerMap::~ServerMap()
                dstream<<DTIME<<"Server: Failed to save map to "<<m_savedir
                                <<", exception: "<<e.what()<<std::endl;
        }
+       
+       /*
+               Free all MapChunks
+       */
+       core::map<v2s16, MapChunk*>::Iterator i = m_chunks.getIterator();
+       for(; i.atEnd() == false; i++)
+       {
+               MapChunk *chunk = i.getNode()->getValue();
+               delete chunk;
+       }
 }
 
 /*
@@ -1863,11 +1868,8 @@ void make_tree(VoxelManipulator &vmanip, v3s16 p0)
 {
        MapNode treenode(CONTENT_TREE);
        MapNode leavesnode(CONTENT_LEAVES);
-       leavesnode.setLight(LIGHTBANK_DAY, LIGHT_MAX-1);
 
-       vmanip.emerge(VoxelArea(p0-v3s16(2,0,2),p0+v3s16(2,7+2,2)));
-
-       s16 trunk_h = myrand_range(4, 7);
+       s16 trunk_h = myrand_range(3, 6);
        v3s16 p1 = p0;
        for(s16 ii=0; ii<trunk_h; ii++)
        {
@@ -1942,537 +1944,71 @@ 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, 0.7);
-       double zeroval = -0.5;
+                       seed+2, 5, 0.66);
+       double zeroval = -0.3;
        if(noise < zeroval)
                return 0;
        else
-               return 0.03 * (noise-zeroval) / (1.0-zeroval);
-}
-
-#define AVERAGE_MUD_AMOUNT 4.0
-
-double get_mud_amount(u64 seed, v2f p)
-{
-       return ((float)AVERAGE_MUD_AMOUNT + 2.5 * noise2d_perlin(
-                       0.5+p.X/200, 0.5+p.Y/200,
-                       seed+1, 5, 0.65));
-}
-
-bool get_have_sand_coast(u64 seed, v2f p)
-{
-       double sandnoise = noise2d_perlin(
-                       0.5+(float)p.X/250, 0.5+(float)p.Y/250,
-                       seed+59420, 3, 0.50);
-       return (sandnoise > -0.25);
-}
-
-bool get_have_sand_ground(u64 seed, v2f p)
-{
-       double sandnoise = noise2d_perlin(
-                       0.5+(float)p.X/500, 0.5+(float)p.Y/500,
-                       seed+54290232, 6, 0.65);
-       return (sandnoise > 1.0);
+               return 0.04 * (noise-zeroval) / (1.0-zeroval);
 }
 
-// -1->0, 0->1, 1->0
-double contour(double v)
-{
-       v = fabs(v);
-       if(v >= 1.0)
-               return 0.0;
-       return (1.0-v);
-}
-
-// -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));
-}
+#define AVERAGE_MUD_AMOUNT 4
 
-double base_rock_level_2d(u64 seed, v2f p)
+double base_rock_level_2d(u64 seed, v2s16 p)
 {
-       // 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
-
-#if 0
-       {
-               // 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;
-       }
-#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
-
-#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
-       
-       /*
-               The stuff before this comment is usually not used.
-               The stuff after this comment is usually used.
-       */
-
-#if 1
-       {
-               // Mountains
-               double m4 = 1.0 - 3.0 * noise2d_perlin_abs(
-                               0.324+(float)p.X/1000., 0.423+(float)p.Y/1000.,
-                               (seed>>32)+65012102, 8, 0.57);
-               m4 *= 120;
-               if(m4 > h)
-                       h = m4;
-       }
-#endif
-
-#if 1
-       // Some kind of hill chains or something
-       {
-               double a1 = 1.0 - 2.5 * noise2d_perlin_abs(
-                               0.5+(float)p.X/250., 0.5+(float)p.Y/250.,
-                               seed+850342, 5, 0.6);
-               a1 *= 30;
-               double d = 15;
-               if(a1 > d)
-                       a1 = d + sqrt(a1-d);
-               /*if(a1 > h)
-                       h = a1;*/
-               if(a1 > 0)
-                       h += a1;
-       }
-#endif
-
-#if 1
-       double base = -2. + 25. * noise2d_perlin(
+       // The base ground level
+       double base = (double)WATER_LEVEL - (double)AVERAGE_MUD_AMOUNT
+                       + 25. * noise2d_perlin(
                        0.5+(float)p.X/500., 0.5+(float)p.Y/500.,
-                       (seed>>32)+653876, 7, 0.65);
-#else
-       double base = 0;
-#endif
+                       (seed>>32)+654879876, 6, 0.6);
        
-#if 1
-       /*
-               Combined with turbulence, this thing here is able to make very
-               awesome terrain, albeit rarely.
-
-               This is also responsible for small islands.
-       */
-
-       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(
+       /*// A bit hillier one
+       double base2 = WATER_LEVEL - 4.0 + 40. * noise2d_perlin(
                        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);
+                       (seed>>27)+90340, 6, 0.69);
+       if(base2 > base)
+               base = base2;*/
 #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;
+       // Higher ground level
+       double higher = (double)WATER_LEVEL + 25. + 45. * noise2d_perlin(
+                       0.5+(float)p.X/250., 0.5+(float)p.Y/250.,
+                       seed+85039, 5, 0.69);
+       //higher = 30; // For debugging
 
-               /*double h2 = higher * a;
-               if(h2 > h)
-                       h = h2;*/
+       // Limit higher to at least base
+       if(higher < base)
+               higher = base;
                
-               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));
-}
-
-double get_turbulence_factor_2d(u64 seed, v2f p)
-{
-       double vv = -0.50 + 2.0 * noise2d_perlin(
-                       0.5+p.X/100,
-                       0.5+p.Y/100,
-                       seed+85498783983, 4, 0.5);
-       vv = rangelim(vv, 0.0, 1.0);
-       return vv;
-}
-
-#define TURBULENCE_BOTTOM_CUTOFF_Y (WATER_LEVEL-7)
-
-double get_turbulence_factor_y(u64 seed, f32 y)
-{
-       double d = 14;
-       double min = TURBULENCE_BOTTOM_CUTOFF_Y;
-       if(y < min)
-               return 0.0;
-       else if(y < min + d)
-               return ((y-min)/d);
-       return 1.0;
-}
-
-v2f get_raw_turbulence(u64 seed, v3f p)
-{
-       double f = 8;
-
-       double v1 = f * noise3d_perlin(
-                       0.5+p.X/100,
-                       0.5+p.Y/100,
-                       0.5+p.Z/100,
-                       seed+4045, 5, 0.65);
-
-       double v2 = f * noise3d_perlin(
-                       0.5+p.X/100,
-                       0.5+p.Y/100,
-                       0.5+p.Z/100,
-                       seed+9495, 5, 0.65);
-       
-       return v2f(v1, v2);
-}
-
-// Shouldn't be used, provided for compatibility.
-v2f base_ground_turbulence(u64 seed, v3f p)
-{
-       double tfxz = get_turbulence_factor_2d(seed, v2f(p.X,p.Z));
-       double tfy = get_turbulence_factor_y(seed, p.Y);
-       v2f t = get_raw_turbulence(seed, p);
-       return t*tfxz*tfy;
-}
-
-#if 0
-v2f base_ground_turbulence(u64 seed, v3f p)
-{
-#if 1
-       double f = 8;
-
-#if 1
-       // Cut off at a minimum height
-       {
-               double d = 15;
-               double min = WATER_LEVEL-5;
-               if(p.Y < min)
-                       return v2f(0,0);
-               else if(p.Y < min + d)
-                       f *= ((p.Y-min)/d);
-       }
-#endif
-
-#if 1
-       double vv = 0.50 + 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;*/
-
-       // Increase turbulence in elevated heights
-       double ah = WATER_LEVEL + 30;
-       if(p.Y > ah)
-       {
-               vve *= p.Y/ah;
-       }
-#else
-       double vve = 1;
-#endif
-
-       double v1 = f * noise3d_perlin(
-                       0.5+p.X/100,
-                       0.5+p.Y/100,
-                       0.5+p.Z/100,
-                       seed+4045, 5, 0.65);
+       // 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, 7, 0.7);
+       b = rangelim(b, 0.0, 1000.0);
+       b = pow(b, 5);
+       b *= 7;
+       b = rangelim(b, 3.0, 1000.0);
+       //dstream<<"b="<<b<<std::endl;
+       //double b = 20;
+
+       // Offset to more low
+       double a_off = -0.2;
+       // High/low selector
+       /*double a = 0.5 + b * (a_off + noise2d_perlin(
+                       0.5+(float)p.X/500., 0.5+(float)p.Y/500.,
+                       seed-359, 6, 0.7));*/
+       double a = (double)0.5 + b * (a_off + noise2d_perlin(
+                       0.5+(float)p.X/250., 0.5+(float)p.Y/250.,
+                       seed-359, 5, 0.60));
+       // Limit
+       a = rangelim(a, 0.0, 1.0);
 
-       double v2 = f * noise3d_perlin(
-                       0.5+p.X/100,
-                       0.5+p.Y/100,
-                       0.5+p.Z/100,
-                       seed+9495, 5, 0.65);
+       //dstream<<"a="<<a<<std::endl;
        
-       return v2f(v1*vve, v2*vve);
+       double h = base*(1.0-a) + higher*a;
 #else
-       return v2f(0,0);
-#endif
-}
-#endif
-
-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
-
-       double f = 10.0;
-       double y_div = 1.0;
-
-       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;
-}
-
-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
-       {
-               if(depth_guess)
-                       *depth_guess = 10;
-               if(p.Y > 50)
-                       return false;
-               return is_underground_mud(seed, p);
-       }
-#endif
-
-       bool is_ground = true;
-
-#if 1
-       if(is_carved(seed, p))
-               is_ground = false;
-#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;
-               }
+       double h = base;
 #endif
-#if 1
-               if(depth_guess)
-               {
-                       // 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;
-               }
-#endif
-#if 0
-               if(depth_guess)
-                       *depth_guess = surface_y_f - p.Y;
-#endif
-
-               if(p.Y > surface_y_f)
-                       is_ground = false;
-       }
-       
-       /*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;
+       return h;
 }
 
 #define VMANIP_FLAG_DUNGEON VOXELFLAG_CHECKED1
@@ -2481,18 +2017,12 @@ bool is_base_ground(u64 seed, v3f p, double *depth_guess=NULL)
        This is the main map generation method
 */
 
-#if 0
 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
-
        /*
                Don't generate if already fully generated
        */
@@ -2633,8 +2163,7 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
        
        {
        // 22ms @cs=8
-       TimeTaker timer1("ground level");
-       dstream<<"Generating base ground..."<<std::endl;
+       //TimeTaker timer1("ground level");
 
        for(s16 x=0; x<sectorpos_bigbase_size*MAP_BLOCKSIZE; x++)
        for(s16 z=0; z<sectorpos_bigbase_size*MAP_BLOCKSIZE; z++)
@@ -2643,79 +2172,7 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
                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
+                       Skip of already generated
                */
                {
                        v3s16 p(p2d.X, y_nodes_min, p2d.Y);
@@ -2757,7 +2214,6 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
                                vmanip.m_area.add_y(em, i, 1);
                        }
                }
-#endif
        }
        
        }//timer1
@@ -2779,8 +2235,8 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
        /*
                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++)
+       //for(u32 i_age=0; i_age<1; i_age++)
+       for(u32 i_age=0; i_age<2; i_age++)
        { // Aging loop
 
        {
@@ -3276,7 +2732,9 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
                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;
+               s16 mud_add_amount = (s16)(2.5 + 2.0 * noise2d_perlin(
+                               0.5+(float)p2d.X/200, 0.5+(float)p2d.Y/200,
+                               m_seed+1, 3, 0.55));
 
                // Find ground level
                s16 surface_y = find_ground_level_clever(vmanip, p2d);
@@ -3319,7 +2777,7 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
        }//timer1
        {
        // 340ms @cs=8
-       //TimeTaker timer1("flow mud");
+       TimeTaker timer1("flow mud");
 
        /*
                Flow mud away from steep edges
@@ -3587,7 +3045,11 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
                v2s16 p2d = sectorpos_base*MAP_BLOCKSIZE + v2s16(x,z);
                
                // Determine whether to have sand here
-               bool have_sand = get_have_sand_coast(p2d);
+               double sandnoise = noise2d_perlin(
+                               0.5+(float)p2d.X/500, 0.5+(float)p2d.Y/500,
+                               m_seed+59420, 3, 0.50);
+
+               bool have_sand = (sandnoise > -0.15);
 
                if(have_sand == false)
                        continue;
@@ -3665,6 +3127,9 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
                                // Don't make a tree under water level
                                if(y < WATER_LEVEL)
                                        continue;
+                               // Don't make a tree so high that it doesn't fit
+                               if(y > y_nodes_max - 6)
+                                       continue;
                                v3s16 p(x,y,z);
                                /*
                                        Trees grow only on mud and grass
@@ -3985,22 +3450,73 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
        }
 #endif
 
-       }//timer1
-
-       // Spread light around
+#if 0
+       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++)
        {
-               TimeTaker timer("generateChunkRaw() spreadLight");
-               vmanip.spreadLight(LIGHTBANK_DAY, light_sources);
-       }
-       
-       /*
-               Generation ended
-       */
-
-       timer_generate.stop();
-
-       /*
-               Blit generated stuff to map
+               // Node position in 2d
+               v2s16 p2d = sectorpos_base*MAP_BLOCKSIZE + v2s16(x,z);
+               
+               /*
+                       Apply initial sunlight
+               */
+               {
+                       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);
+                               
+                               // This doesn't take much time
+                               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
+
+       }//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
@@ -4020,7 +3536,6 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
                }
        }
 
-#endif
        
        /*
                Create chunk metadata
@@ -4061,1838 +3576,176 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
        */
        return chunk;
 }
-#endif
 
-#if 0
-MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
-               core::map<v3s16, MapBlock*> &changed_blocks,
-               bool force)
+MapChunk* ServerMap::generateChunk(v2s16 chunkpos1,
+               core::map<v3s16, MapBlock*> &changed_blocks)
 {
-       DSTACK(__FUNCTION_NAME);
-
-       /*
-               Don't generate if already fully generated
-       */
-       if(force == false)
+       dstream<<"generateChunk(): Generating chunk "
+                       <<"("<<chunkpos1.X<<","<<chunkpos1.Y<<")"
+                       <<std::endl;
+       
+       /*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++)
        {
-               MapChunk *chunk = getChunk(chunkpos);
+               v2s16 chunkpos0 = chunkpos1 + v2s16(x,y);
+               MapChunk *chunk = getChunk(chunkpos0);
+               // Skip if already generated
                if(chunk != NULL && chunk->getGenLevel() == GENERATED_FULLY)
-               {
-                       dstream<<"generateChunkRaw(): Chunk "
-                                       <<"("<<chunkpos.X<<","<<chunkpos.Y<<")"
-                                       <<" already generated"<<std::endl;
-                       return chunk;
-               }
+                       continue;
+               generateChunkRaw(chunkpos0, changed_blocks);
        }
-
-#if 0
-       dstream<<"generateChunkRaw(): Generating chunk "
-                       <<"("<<chunkpos.X<<","<<chunkpos.Y<<")"
-                       <<std::endl;
-       
-       TimeTaker timer("generateChunkRaw()");
-       
-       // The distance how far into the neighbors the generator is allowed to go.
-       s16 max_spread_amount_sectors = 1;
-       assert(max_spread_amount_sectors <= m_chunksize);
-       s16 max_spread_amount = max_spread_amount_sectors * MAP_BLOCKSIZE;
-
-       // Minimum amount of space left on sides for mud to fall in
-       //s16 min_mud_fall_space = 2;
-       
-       // 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);*/
        
-       s16 y_blocks_min = -2;
-       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;
+       assert(chunkNonVolatile(chunkpos1));
 
-       v3s16 bigarea_blocks_min(
-               sectorpos_bigbase.X,
-               y_blocks_min,
-               sectorpos_bigbase.Y
-       );
+       MapChunk *chunk = getChunk(chunkpos1);
+       return chunk;
+}
 
-       v3s16 bigarea_blocks_max(
-               sectorpos_bigbase.X + sectorpos_bigbase_size - 1,
-               y_blocks_max,
-               sectorpos_bigbase.Y + sectorpos_bigbase_size - 1
-       );
+ServerMapSector * ServerMap::createSector(v2s16 p2d)
+{
+       DSTACK("%s: p2d=(%d,%d)",
+                       __FUNCTION_NAME,
+                       p2d.X, p2d.Y);
        
-       // 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.
+               Check if it exists already in memory
        */
-       s16 lighting_min_d = 0-max_spread_amount;
-       s16 lighting_max_d = sectorpos_base_size*MAP_BLOCKSIZE+max_spread_amount-1;
-
+       ServerMapSector *sector = (ServerMapSector*)getSectorNoGenerateNoEx(p2d);
+       if(sector != NULL)
+               return sector;
+       
        /*
-               Create the whole area of this and the neighboring chunks
+               Try to load it from disk (with blocks)
        */
+       if(loadSectorFull(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);
+                       dstream<<"ServerMap::createSector(): loadSectorFull didn't make a sector"<<std::endl;
+                       throw InvalidPositionException("");
+               }
+               return sector;
+       }
 
-                               // Lighting won't be calculated
-                               //block->setLightingExpired(true);
-                               // Lighting will be calculated
-                               block->setLightingExpired(false);
+       /*
+               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");
 
-                               /*
-                                       Block gets sunlight if this is true.
+       /*
+               Generate blank sector
+       */
+       
+       sector = new ServerMapSector(this, p2d);
+       
+       // Sector position on map in nodes
+       v2s16 nodepos2d = p2d * MAP_BLOCKSIZE;
 
-                                       This should be set to true when the top side of a block
-                                       is completely exposed to the sky.
+       /*
+               Insert to container
+       */
+       m_sectors.insert(p2d, sector);
+       
+       return sector;
+}
 
-                                       Actually this doesn't matter now because the
-                                       initial lighting is done here.
-                               */
-                               block->setIsUnderground(y != y_blocks_max);
-                       }
-               }
-       }
+MapSector * ServerMap::emergeSector(v2s16 p2d,
+               core::map<v3s16, MapBlock*> &changed_blocks)
+{
+       DSTACK("%s: p2d=(%d,%d)",
+                       __FUNCTION_NAME,
+                       p2d.X, p2d.Y);
        
        /*
-               Now we have a big empty area.
-
-               Make a ManualMapVoxelManipulator that contains this and the
-               neighboring chunks
+               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);
 
-       ManualMapVoxelManipulator vmanip(this);
-       // Add the area we just generated
+       /*
+               If chunk is not fully generated, generate chunk
+       */
+       if(chunk_nonvolatile == false)
        {
-               TimeTaker timer("generateChunkRaw() initialEmerge");
-               vmanip.initialEmerge(bigarea_blocks_min, bigarea_blocks_max);
+               // Generate chunk and neighbors
+               generateChunk(chunkpos, changed_blocks);
        }
-
-       // Clear all flags
-       vmanip.clearFlag(0xff);
-
-       TimeTaker timer_generate("generateChunkRaw() generate");
-
+       
        /*
-               Generate general ground level to full area
+               Return sector if it exists now
        */
+       MapSector *sector = getSectorNoGenerateNoEx(p2d);
+       if(sector != NULL)
+               return 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);
-
-               s16 mud_amount = get_mud_amount(m_seed, p2df);
-               
-               double tfxz = get_turbulence_factor_2d(m_seed, p2df);
-               bool turbulence_is_used = (tfxz > 0.001);
-
-               s16 surface_y = 0;
-               
-               float noturb_surface_y_f = base_rock_level_2d(m_seed, p2df);
-               s16 noturb_surface_y = noturb_surface_y_f;
-
-               {
-                       s16 depth_counter = 0;
-                       s16 min = y_nodes_min;
-                       s16 max = y_nodes_max;
-                       // Use fast index incrementing
-                       v3s16 em = vmanip.m_area.getExtent();
-                       u32 i = vmanip.m_area.index(v3s16(p2d.X, max, p2d.Y));
-                       for(s16 y=max; y>=min; y--)
-                       {
-                               v3f p3df(p2df.X, y, p2df.Y);
-
-                               bool is_ground = false;
-
-                               bool turb_for_node = (turbulence_is_used
-                                               && y >= TURBULENCE_BOTTOM_CUTOFF_Y);
-                               
-                               if(is_carved(m_seed, p3df))
-                               {
-                                       is_ground = false;
-                               }
-                               else
-                               {
-                                       if(turb_for_node)
-                                       {
-                                               double depth_guess;
-                                               is_ground = is_base_ground(m_seed,
-                                                               p3df, &depth_guess);
-                                               
-                                               // Estimate the surface height
-                                               surface_y = y + depth_guess;
-                                       }
-                                       else
-                                       {
-                                               surface_y = noturb_surface_y;
-                                       }
-                                       
-                                       is_ground = (y <= surface_y);
-                               }
-                               
-                               if(is_ground)
-                               {
-                                       //vmanip.m_data[i].d = CONTENT_STONE;
-                                       /*if(y > surface_y - mud_amount)
-                                               vmanip.m_data[i].d = CONTENT_MUD;
-                                       else
-                                               vmanip.m_data[i].d = CONTENT_STONE;*/
-                                       if(depth_counter < mud_amount)
-                                               vmanip.m_data[i].d = CONTENT_MUD;
-                                       else
-                                               vmanip.m_data[i].d = CONTENT_STONE;
-                               }
-                               else
-                                       vmanip.m_data[i].d = CONTENT_AIR;
-                               
-                               if(is_ground || depth_counter != 0)
-                                       depth_counter++;
-
-#if 0
-#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
-#endif
-
-                               vmanip.m_area.add_y(em, i, -1);
-                       }
-               }
-       }
-       
-       }//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
-
-       {
-       //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_coast(m_seed, v2f(p2d.X,p2d.Y));
-
-               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
-
-       {
-       // 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
-
-       {
-       // 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
-
-
-       /*
-               Initial lighting (sunlight)
-       */
-
-       core::map<v3s16, bool> light_sources;
-
-       {
-       // 750ms @cs=8, can't optimize more
-       TimeTaker timer1("initial lighting");
-
-#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;
-}
-#endif
-
-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);
-
-#if 0
-       /*
-               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);
-       }
-#endif
-
-       /*
-               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 0
-       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();
-}
-
-enum BlockType{
-       BT_GROUND,
-       BT_SURFACE,
-       BT_SKY
-};
-
-MapBlock* ServerMap::generateBlockRaw(v3s16 blockpos0,
-               core::map<v3s16, MapBlock*> &changed_blocks,
-               bool force)
-{
-       DSTACK(__FUNCTION_NAME);
-       
-       /*
-               Don't generate if already fully generated
-       */
-       if(force == false)
-       {
-               MapBlock *block = getBlockNoCreateNoEx(blockpos0);
-               if(block != NULL && block->isFullyGenerated())
-               {
-                       dstream<<"generateBlockRaw(): Block "
-                                       <<"("<<blockpos0.X<<","<<blockpos0.Y
-                                       <<","<<blockpos0.Z<<")"
-                                       <<" already generated (not forced)"<<std::endl;
-                       return block;
-               }
-       }
-
-       /*dstream<<"generateBlockRaw(): Generating block "
-                       <<"("<<blockpos0.X<<","<<blockpos0.Y
-                       <<","<<blockpos0.Z<<")"
-                       <<std::endl;*/
-       
-       //TimeTaker timer("generateBlockRaw()");
-
-       /*
-               Calculate some simple values
-       */
-
-       v2s16 sectorpos0(blockpos0.X, blockpos0.Z);
-       
-       /*
-               Fill in some variables for the code that was copied from
-               generateChunkRaw
-       */
-       s16 y_blocks_min = blockpos0.Y-1;
-       s16 y_blocks_max = blockpos0.Y+1;
-       s16 y_nodes_min = y_blocks_min * MAP_BLOCKSIZE;
-       s16 y_nodes_max = y_blocks_max * MAP_BLOCKSIZE + MAP_BLOCKSIZE - 1;
-       v2s16 sectorpos_bigbase = sectorpos0 - v2s16(1,1);
-       s16 sectorpos_bigbase_size = 3;
-       v2s16 sectorpos_base = sectorpos0;
-       s16 sectorpos_base_size = 1;
-       s16 max_spread_amount = MAP_BLOCKSIZE;
-       s16 lighting_min_d = 0-max_spread_amount;
-       s16 lighting_max_d = sectorpos_base_size*MAP_BLOCKSIZE+max_spread_amount-1;
-       
-       /*
-               Create the whole area of this and the neighboring blocks
-       */
-       
-       core::list<v3s16> blocks_created;
-
-       {
-               //TimeTaker timer("generateBlockRaw() create area");
-               
-               for(s16 x=-1; x<=1; x++)
-               for(s16 z=-1; z<=1; z++)
-               {
-                       v2s16 sectorpos = sectorpos0 + v2s16(x,z);
-                       ServerMapSector *sector = createSector(sectorpos);
-                       assert(sector);
-
-                       for(s16 y=blockpos0.Y-1; y<=blockpos0.Y+1; y++)
-                       {
-                               v3s16 blockpos(sectorpos.X, y, sectorpos.Y);
-
-                               MapBlock *block = getBlockNoCreateNoEx(blockpos);
-                               if(block && block->isDummy() == false)
-                                       continue;
-                                       
-                               block = createBlock(blockpos);
-                               block->setFullyGenerated(false);
-
-                               blocks_created.push_back(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.
-
-                                       This doesn't matter if the initial lighting is done
-                                       here.
-                               */
-                               //block->setIsUnderground(y != y_blocks_max);
-                               block->setIsUnderground(false);
-                       }
-               }
-       }
-       
-       /*
-               Now we have a big empty area of (16x16x16)x27.
-
-               Make a ManualMapVoxelManipulator that contains the whole area.
-       */
-
-       ManualMapVoxelManipulator vmanip(this);
-       // Add the area we just generated
-       {
-               //TimeTaker timer("generateBlockRaw() initialEmerge");
-               vmanip.initialEmerge(blockpos0-v3s16(1,1,1), blockpos0+v3s16(1,1,1));
-       }
-
-       // Clear all flags
-       vmanip.clearFlag(0xff);
-
-       // Block type of blockpos0
-       BlockType center_block_type = BT_SURFACE;
-
-       /*
-               Generate general ground level to newly created blocks.
-               Only stone is used and it is converted to other stuff later on.
-       */
-       {
-       // 22ms @cs=8
-       //dstream<<"Generating base ground..."<<std::endl;
-       //TimeTaker timer1("ground level");
-       
-       // Loop through created blocks
-       for(core::list<v3s16>::Iterator i = blocks_created.begin();
-                       i != blocks_created.end(); i++)
-       {
-               v3s16 blockpos = *i;
-               v2s16 sectorpos(blockpos.X, blockpos.Z);
-
-               /*
-                       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.
-               */
-               
-               BlockType block_type = BT_SURFACE;
-               v3s16 p_nodes = blockpos * MAP_BLOCKSIZE;
-               s32 lowest_ground_y = 32767;
-               s32 highest_ground_y = -32768;
-               u8 water_material = CONTENT_WATERSOURCE;
-
-               {
-                       /*
-                               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(blockpos == blockpos0)
-                       center_block_type = block_type;
-
-               if(block_type == BT_GROUND)
-               {
-                       MapBlock *block = getBlockNoCreateNoEx(blockpos);
-                       if(block)
-                               block->setIsUnderground(true);
-               }
-
-               /*
-                       If the block has ground, generate ground precisely.
-               */
-               
-               if(block_type == BT_SURFACE || block_type == BT_GROUND)
-               {
-                       for(s16 z0=0; z0<MAP_BLOCKSIZE; z0++)
-                       for(s16 x0=0; x0<MAP_BLOCKSIZE; x0++)
-                       {
-                               v2s16 real_p2d = v2s16(x0,z0) + sectorpos*MAP_BLOCKSIZE;
-
-                               v2f real_p2d_f(real_p2d.X,real_p2d.Y);
-
-                               double tfxz = get_turbulence_factor_2d(m_seed, real_p2d_f);
-                               bool turbulence_is_used = (tfxz > 0.001);
-
-                               float surface_y_f = 0;
-                               s16 surface_y = 0;
-                               
-                               float noturb_surface_y_f = base_rock_level_2d(m_seed, real_p2d_f);
-                               s16 noturb_surface_y = noturb_surface_y_f;
-                                       
-                               // Get some statistics of surface height
-                               if(noturb_surface_y < lowest_ground_y)
-                                       lowest_ground_y = noturb_surface_y;
-                               if(noturb_surface_y > highest_ground_y)
-                                       highest_ground_y = noturb_surface_y;
-
-                               // Use fast index incrementing
-                               v3s16 em = vmanip.m_area.getExtent();
-                               u32 i = vmanip.m_area.index(v3s16(
-                                               real_p2d.X,
-                                               blockpos.Y*MAP_BLOCKSIZE,
-                                               real_p2d.Y));
-                               for(s16 y0=0; y0<MAP_BLOCKSIZE; y0++)
-                               {
-                                       s16 real_y = blockpos.Y * MAP_BLOCKSIZE + y0;
-                                       v3s16 real_pos = v3s16(x0,y0,z0) + p_nodes;
-                                       MapNode n;
-
-                                       /*
-                                               Calculate material
-                                       */
-                                       
-                                       bool is_ground = false;
-                                       v3f real_pos_f = intToFloat(real_pos, 1);
-                                       
-                                       bool turb_for_node = (turbulence_is_used
-                                                       && real_y >= TURBULENCE_BOTTOM_CUTOFF_Y);
-
-                                       bool is_cavern = false;
-                                       
-                                       if(is_carved(m_seed, real_pos_f))
-                                       {
-                                               is_ground = false;
-                                               if(real_y < noturb_surface_y)
-                                                       is_cavern = true;
-                                       }
-                                       else
-                                       {
-                                               if(turb_for_node)
-                                               {
-                                                       double depth_guess;
-                                                       is_ground = is_base_ground(m_seed,
-                                                                       real_pos_f, &depth_guess);
-                                                       
-                                                       // Estimate the surface height
-                                                       surface_y_f = (float)real_y + depth_guess;
-                                                       surface_y = real_y + depth_guess;
-                                                       
-                                                       // Save 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;
-                                               }
-                                               else
-                                               {
-                                                       surface_y = noturb_surface_y;
-                                               }
-                                               
-                                               is_ground = (real_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 && !is_cavern)
-                                               {
-                                                       n.d = water_material;
-                                                       u8 dist = 16;
-                                                       if(real_y >= surface_y)
-                                                               dist = WATER_LEVEL-real_y+1;
-                                                       n.setLight(LIGHTBANK_DAY,
-                                                                       diminish_light(LIGHT_SUN, dist));
-                                                       /*
-                                                               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;
-                                                       
-                                                       /*
-                                                               Guess lighting
-                                                       */
-                                                       if(real_y > surface_y + 4)
-                                                               n.setLight(LIGHTBANK_DAY, LIGHT_SUN);
-                                               }
-                                       }
-                                       // Else it's ground
-                                       else
-                                       {
-                                               if(is_underground_mud(m_seed, real_pos_f))
-                                                       n.d = CONTENT_MUD;
-                                               else
-                                                       n.d = CONTENT_STONE;
-                                       }
-
-                                       vmanip.m_data[i] = n;
-                                       vmanip.m_area.add_y(em, i, 1);
-                               }
-                       }
-               }// BT_SURFACE
-               else // 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 x=0; x<MAP_BLOCKSIZE; x++)
-                       for(s16 z=0; z<MAP_BLOCKSIZE; z++)
-                       {
-                               // Node position
-                               v2s16 p2d = sectorpos*MAP_BLOCKSIZE + v2s16(x,z);
-
-                               {
-                                       // Use fast index incrementing
-                                       v3s16 em = vmanip.m_area.getExtent();
-                                       s16 min = blockpos.Y*MAP_BLOCKSIZE;
-                                       s16 max = min + MAP_BLOCKSIZE-1;
-                                       u32 i = vmanip.m_area.index(v3s16(p2d.X, min, p2d.Y));
-                                       for(s16 y=min; y<=max; y++)
-                                       {
-                                               vmanip.m_data[i] = n_fill;
-                                               vmanip.m_area.add_y(em, i, 1);
-                                       }
-                               }
-                       }
-               }
-       }
-
-       }//timer1
-
-       /*
-               Convert surface ground to mud
-       */
-       
-       if(center_block_type == BT_SURFACE)
-       {
-#if 1
-               for(s16 x=0; x<MAP_BLOCKSIZE; x++)
-               for(s16 z=0; z<MAP_BLOCKSIZE; z++)
-               {
-                       // Node position
-                       v2s16 p2d = sectorpos0*MAP_BLOCKSIZE + v2s16(x,z);
-                       v2f real_p2d_f(p2d.X,p2d.Y);
-                       
-                       {
-                               // Use fast index incrementing
-                               v3s16 em = vmanip.m_area.getExtent();
-                               s16 min = blockpos0.Y*MAP_BLOCKSIZE;
-                               // Start from one above the central block
-                               s16 max = min + MAP_BLOCKSIZE-1+1;
-                               u32 i = vmanip.m_area.index(v3s16(p2d.X, max, p2d.Y));
-                               // If stone, there won't be mud
-                               if(vmanip.m_data[i].d == CONTENT_STONE)
-                                       continue;
-                               // Find top of ground
-                               bool found = false;
-                               s16 y;
-                               for(y=max; y>=min; y--)
-                               {
-                                       if(vmanip.m_data[i].d == CONTENT_STONE)
-                                       {
-                                               found = true;
-                                               break;
-                                       }
-                                       vmanip.m_area.add_y(em, i, -1);
-                               }
-                               if(found == false)
-                                       continue;
-                               // Set mud
-                               s16 mud_amount = get_mud_amount(m_seed, real_p2d_f);
-                               for(s16 j=0; j<mud_amount; j++)
-                               {
-                                       if(vmanip.m_data[i].d != CONTENT_STONE)
-                                       {
-                                               break;
-                                       }
-                                       if(j==0 && y >= WATER_LEVEL)
-                                               vmanip.m_data[i].d = CONTENT_GRASS;
-                                       else
-                                               vmanip.m_data[i].d = CONTENT_MUD;
-                                       vmanip.m_area.add_y(em, i, -1);
-                               }
-                       }
-               }
-#endif
-       }
-
-       /*
-               Convert mud to sand
-       */
-       if(center_block_type == BT_SURFACE)
-       {
-               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);
-                       
-                       // Determine whether to have sand here
-                       bool have_sand = get_have_sand_coast(m_seed, v2f(p2d.X,p2d.Y));
-
-                       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);
-                               }
-                       }
-               }
-       }
-
-       /*
-               Add some minerals
-       */
-
-       if(center_block_type == BT_SURFACE || center_block_type == BT_GROUND)
-       {
-               s16 underground_level = 1 - blockpos0.Y;
-
-               /*
-                       Add meseblocks
-               */
-               for(s16 i=0; i<underground_level/4 + 1; i++)
-               {
-                       if(myrand()%25 == 0)
-                       {
-                               v3s16 cp(
-                                       (myrand()%(MAP_BLOCKSIZE-2))+1,
-                                       (myrand()%(MAP_BLOCKSIZE-2))+1,
-                                       (myrand()%(MAP_BLOCKSIZE-2))+1
-                               );
-                               cp += blockpos0*MAP_BLOCKSIZE;
-
-                               MapNode n;
-                               n.d = CONTENT_MESE;
-                               
-                               for(u16 i=0; i<27; i++)
-                               {
-                                       if(vmanip.getNode(cp+g_27dirs[i]).d == CONTENT_STONE)
-                                               if(myrand()%8 == 0)
-                                                       vmanip.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
-                               );
-                               cp += blockpos0*MAP_BLOCKSIZE;
-
-                               MapNode n;
-                               n.d = CONTENT_STONE;
-                               n.param = MINERAL_COAL;
-
-                               for(u16 i=0; i<27; i++)
-                               {
-                                       if(vmanip.getNode(cp+g_27dirs[i]).d == CONTENT_STONE)
-                                               if(myrand()%8 == 0)
-                                                       vmanip.setNode(cp+g_27dirs[i], n);
-                               }
-                       }
-               }
-
-               /*
-                       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
-                               );
-                               cp += blockpos0*MAP_BLOCKSIZE;
-
-                               MapNode n;
-                               n.d = CONTENT_STONE;
-                               n.param = MINERAL_IRON;
-
-                               for(u16 i=0; i<27; i++)
-                               {
-                                       if(vmanip.getNode(cp+g_27dirs[i]).d == CONTENT_STONE)
-                                               if(myrand()%8 == 0)
-                                                       vmanip.setNode(cp+g_27dirs[i], n);
-                               }
-                       }
-               }
-       }
-       
-
-       /*
-               Generate some trees
-       */
-       if(center_block_type == BT_SURFACE)
-       {
-               // Divide area into this amount of parts
-               s16 div = 1;
-               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;
-                               // Don't make a tree in other blocks
-                               if(y < blockpos0.Y*MAP_BLOCKSIZE
-                                               || y >= (blockpos0.Y+1)*MAP_BLOCKSIZE)
-                                       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);
-                       }
-               }
-       }
-
-#if 0
-       /*
-               Initial lighting (sunlight)
-               TODO: Do the lighting this way, with the VoxelManipulator
-       */
-
-       core::map<v3s16, bool> light_sources;
-
-       {
-       // 750ms @cs=8, can't optimize more
-       TimeTaker timer1("initial lighting");
-       
-       /*
-               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);
-                       }
-               }
-       }
-
        /*
-               This has to be 1 smaller than the actual area, because
-               neighboring nodes are checked.
+               Try to load it from disk
        */
-       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++)
+       if(loadSectorFull(p2d) == true)
        {
-               // Node position in 2d
-               v2s16 p2d = sectorpos_base*MAP_BLOCKSIZE + v2s16(x,z);
-               
-               /*
-                       Apply initial sunlight
-               */
+               MapSector *sector = getSectorNoGenerateNoEx(p2d);
+               if(sector == NULL)
                {
-                       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);
-                       }
+                       dstream<<"ServerMap::emergeSector(): loadSectorFull didn't make a sector"<<std::endl;
+                       throw InvalidPositionException("");
                }
+               return sector;
        }
 
-       }//timer1
-
-       // Spread light around
-       {
-               TimeTaker timer("generateBlockRaw() spreadLight");
-               vmanip.spreadLight(LIGHTBANK_DAY, light_sources);
-       }
-#endif
-
-       /*
-               Blit generated stuff to map
-       */
-       {
-               vmanip.blitBackAll(&changed_blocks);
-       }
-
-#if 0
        /*
-               Update day/night difference cache of the MapBlocks
+               generateChunk should have generated the sector
        */
-       {
-               for(core::map<v3s16, MapBlock*>::Iterator i = changed_blocks.getIterator();
-                               i.atEnd() == false; i++)
-               {
-                       MapBlock *block = i.getNode()->getValue();
-                       block->updateDayNightDiff();
-               }
-       }
-#endif
-
-       /*for(core::map<v3s16, MapBlock*>::Iterator
-                       i = changed_blocks*/
-       
-       // Done!
-       MapBlock *block = getBlockNoCreate(blockpos0);
-       block->setFullyGenerated(true);
+       //assert(0);
        
-       /*
-               TODO: Calculate lighting with the VoxelManipulator, not this way
-       */
-       // emergeBlock reads this
-       block->setLightingExpired(true);
-       // Also set the above one, trees often will be there
-       {
-               MapBlock *block = getBlockNoCreate(blockpos0+v3s16(0,1,0));
-               if(block)
-                       block->setLightingExpired(true);
-       }
-
-       return block;
-}
-
-
-/*MapBlock* ServerMap::generateBlock(v3s16 blockpos1,
-               core::map<v3s16, MapBlock*> &changed_blocks)*/
-MapBlock * ServerMap::generateBlock(
-               v3s16 blockpos1,
-               MapBlock *original_dummy,
-               ServerMapSector *sector,
-               core::map<v3s16, MapBlock*> &changed_blocks,
-               core::map<v3s16, MapBlock*> &lighting_invalidated_blocks
-)
-{
-       dstream<<"generateBlock(): Generating block "
-                       <<"("<<blockpos1.X<<","<<blockpos1.Y<<","<<blockpos1.Z<<")"
+       dstream<<"WARNING: ServerMap::emergeSector: Cannot find sector ("
+                       <<p2d.X<<","<<p2d.Y<<" and chunk is already generated. "
                        <<std::endl;
+
+#if 0
+       dstream<<"WARNING: Creating an empty sector."<<std::endl;
+
+       return createSector(p2d);
+       
+#endif
        
+#if 1
+       dstream<<"WARNING: Forcing regeneration of chunk."<<std::endl;
+
+       // Generate chunk
+       generateChunkRaw(chunkpos, changed_blocks, true);
+
        /*
-               The block at blockpos1 should be generated fully, so that it won't
-               change in the future anymore when more stuff is generated.
-
-               Now, a block can be generated with generateBlockRaw().
-               generateBlockRaw() accesses the block and all its neighbors.
-               Here is what generateBlockRaw() does:
-               - If the asked block has been marked fully generated, do nothing.
-               - Create the asked block and its neighbors and generate the base
-                 ground in them (if they don't exist)
-               - In places where the ground level is in the asked block, convert
-                 top layer of ground to mud or sand. Conversion is extended to
-                 the block below as needed.
-               - Add trees and other objects to the asked block. Parts of them
-                 can be located in the neighboring blocks.
-               - Mark the asked block as fully generated.
-               
-               This means the block and all its neighbors have to be generated to
-               obtain a block that won't change in the future.
+               Return sector if it exists now
        */
-       for(s16 x=-1; x<=1; x++)
-       for(s16 y=-1; y<=1; y++)
-       for(s16 z=-1; z<=1; z++)
-       {
-               v3s16 blockpos0 = blockpos1 + v3s16(x,y,z);
-               MapBlock *block = getBlockNoCreateNoEx(blockpos0);
-               // Skip if already generated
-               if(block != NULL && block->isFullyGenerated())
-                       continue;
-               generateBlockRaw(blockpos0, changed_blocks);
-       }
+       sector = getSectorNoGenerateNoEx(p2d);
+       if(sector != NULL)
+               return sector;
        
-       assert(blockNonVolatile(blockpos1));
-
-       MapBlock *block = getBlockNoCreate(blockpos1);
+       dstream<<"ERROR: Could not get sector from anywhere."<<std::endl;
        
-       return block;
+       assert(0);
+#endif
+       
+       /*
+               Generate directly
+       */
+       //return generateSector();
 }
 
-#if 0
 /*
        NOTE: This is not used for main map generation, only for blocks
-       that are very high or low.
-       NOTE: Now it is used mainly. Might change in the future.
+       that are very high or low
 */
 MapBlock * ServerMap::generateBlock(
                v3s16 p,
@@ -5915,7 +3768,6 @@ MapBlock * ServerMap::generateBlock(
        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
@@ -5948,374 +3800,99 @@ MapBlock * ServerMap::generateBlock(
        
        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.
-       */
-
+       
+       for(s16 z0=0; z0<MAP_BLOCKSIZE; z0++)
+       for(s16 x0=0; x0<MAP_BLOCKSIZE; x0++)
        {
-               /*
-                       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;
-               }
+               //dstream<<"generateBlock: x0="<<x0<<", z0="<<z0<<std::endl;
 
-               float block_low_y_f = p_nodes_f.Y;
-               float block_high_y_f = p_nodes_f.Y + MAP_BLOCKSIZE;
+               //s16 surface_y = 0;
 
-               /*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;
+               s16 surface_y = base_rock_level_2d(m_seed, p2d_nodes+v2s16(x0,z0))
+                               + AVERAGE_MUD_AMOUNT;
 
-               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(surface_y < lowest_ground_y)
+                       lowest_ground_y = surface_y;
+               if(surface_y > highest_ground_y)
+                       highest_ground_y = surface_y;
 
-               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
-               */
+               s32 surface_depth = AVERAGE_MUD_AMOUNT;
                
-               for(s16 z0=0; z0<MAP_BLOCKSIZE; z0++)
-               for(s16 x0=0; x0<MAP_BLOCKSIZE; x0++)
+               for(s16 y0=0; y0<MAP_BLOCKSIZE; y0++)
                {
-                       //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;
-
-                       v2f real_p2d_f(real_p2d.X,real_p2d.Y);
-
-                       s16 surface_depth = get_mud_amount(m_seed, real_p2d_f);
-
-                       double tfxz = get_turbulence_factor_2d(m_seed, real_p2d_f);
-                       bool turbulence_is_used = (tfxz > 0.001);
-
-                       float surface_y_f = 0;
-                       s16 surface_y = 0;
-                       
-                       float noturb_surface_y_f = base_rock_level_2d(m_seed, real_p2d_f);
-                       s16 noturb_surface_y = noturb_surface_y_f;
+                       s16 real_y = block_y * MAP_BLOCKSIZE + y0;
+                       MapNode n;
+                       /*
+                               Calculate lighting
                                
-                       // Get some statistics of surface height
-                       if(noturb_surface_y < lowest_ground_y)
-                               lowest_ground_y = noturb_surface_y;
-                       if(noturb_surface_y > highest_ground_y)
-                               highest_ground_y = noturb_surface_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);*/
+                               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
-                               */
-                               
-                               bool is_ground = false;
-                               v3f real_pos_f = intToFloat(real_pos, 1);
-                               
-                               bool turb_for_node = (turbulence_is_used
-                                               && real_y >= TURBULENCE_BOTTOM_CUTOFF_Y);
+                       /*
+                               Calculate material
+                       */
 
-                               bool is_cavern = false;
-                               
-                               if(is_carved(m_seed, real_pos_f))
+                       // 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)
                                {
-                                       is_ground = false;
-                                       if(real_y < noturb_surface_y)
-                                               is_cavern = true;
+                                       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)
                                {
-                                       if(turb_for_node)
-                                       {
-                                               double depth_guess;
-                                               is_ground = is_base_ground(m_seed,
-                                                               real_pos_f, &depth_guess);
-                                               
-                                               // Estimate the surface height
-                                               surface_y_f = (float)real_y + depth_guess;
-                                               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;
-                                       }
-                                       else
-                                       {
-                                               surface_y = noturb_surface_y;
-                                       }
-                                       
-                                       is_ground = (real_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 && !is_cavern)
-                                       {
-                                               n.d = water_material;
-                                               u8 dist = 16;
-                                               if(real_y >= surface_y)
-                                                       dist = WATER_LEVEL-real_y+1;
-                                               n.setLight(LIGHTBANK_DAY,
-                                                               diminish_light(LIGHT_SUN, dist));
-                                               /*
-                                                       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;
+                                       n.d = CONTENT_STONE;
                                }
-                               // 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_coast(m_seed, real_p2d_f))
+                                       // 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_SAND;
+                                               n.d = CONTENT_MUD;
                                        }
                                        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;
-                                               }*/
-                                               
-                                               if(get_have_sand_ground(m_seed, real_p2d_f))
-                                                       n.d = CONTENT_SAND;
-                                               else
-                                                       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;*/
+                                               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
+                                       //n.d = CONTENT_MUD;
                                        
-                                       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 under water level, it's mud
                                        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;
-                                       }
+                                               n.d = CONTENT_MUD;
+                                       // Only the topmost node is grass
+                                       else if(real_y <= surface_y - 1)
+                                               n.d = CONTENT_MUD;
                                        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;*/
-                                       }
+                                               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);
+                       block->setNode(v3s16(x0,y0,z0), n);
                }
        }
        
-       }// ground_timer
-       
        /*
                Calculate some helper variables
        */
@@ -6340,7 +3917,7 @@ MapBlock * ServerMap::generateBlock(
 
        //dstream<<"generateBlock(): Getting local attributes"<<std::endl;
 
-       //float caves_amount = 0.5;
+       float caves_amount = 0.5;
 
 #if 0
        {
@@ -6358,11 +3935,6 @@ MapBlock * ServerMap::generateBlock(
 
        //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
        */
@@ -6376,7 +3948,7 @@ MapBlock * ServerMap::generateBlock(
        }
        
        // Fill table
-#if 0
+#if 1
        {
                /*
                        Initialize orp and ors. Try to find if some neighboring
@@ -6518,8 +4090,7 @@ continue_generating:
                // Partly underground = cave
                else if(!completely_underground)
                {
-                       //do_generate_dungeons = (rand() % 100 <= (s32)(caves_amount*100));
-                       do_generate_dungeons = false;
+                       do_generate_dungeons = (rand() % 100 <= (s32)(caves_amount*100));
                }
                // Found existing dungeon underground
                else if(found_existing && completely_underground)
@@ -6582,6 +4153,10 @@ continue_generating:
        }
 #endif
 
+       // Set to true if has caves.
+       // Set when some non-air is changed to air when making caves.
+       bool has_dungeons = false;
+
        /*
                Apply temporary cave data to block
        */
@@ -6611,7 +4186,6 @@ continue_generating:
                        block->setNode(v3s16(x0,y0,z0), n);
                }
        }
-#endif
        
        /*
                This is used for guessing whether or not the block should
@@ -6668,8 +4242,8 @@ continue_generating:
                /*
                        Add coal
                */
-               u16 coal_amount = 60;
-               u16 coal_rareness = 120 / coal_amount;
+               u16 coal_amount = 30;
+               u16 coal_rareness = 60 / coal_amount;
                if(coal_rareness == 0)
                        coal_rareness = 1;
                if(myrand()%coal_rareness == 0)
@@ -6700,8 +4274,9 @@ continue_generating:
                /*
                        Add iron
                */
-               u16 iron_amount = 40;
-               u16 iron_rareness = 80 / iron_amount;
+               //TODO: change to iron_amount or whatever
+               u16 iron_amount = 15;
+               u16 iron_rareness = 60 / iron_amount;
                if(iron_rareness == 0)
                        iron_rareness = 1;
                if(myrand()%iron_rareness == 0)
@@ -6754,55 +4329,12 @@ continue_generating:
        }
        
        /*
-               Add block to sector
+               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);
-       }
-
-       /*
-               Add trees
-       */
-#if 1
-       if(some_part_underground && !completely_underground)
-       {
-               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++)
-               {
-                       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);
-               }
-
-               vm.blitBack(changed_blocks);
-       }
-#endif
+       // Lighting is invalid after generation.
+       block->setLightingExpired(true);
        
 #if 0
        /*
@@ -6822,7 +4354,6 @@ continue_generating:
 
        return block;
 }
-#endif
 
 MapBlock * ServerMap::createBlock(v3s16 p)
 {
@@ -6955,7 +4486,6 @@ MapBlock * ServerMap::emergeBlock(
 
        bool does_not_exist = false;
        bool lighting_expired = false;
-       bool half_generated = false;
        MapBlock *block = sector->getBlockNoCreateNoEx(block_y);
 
        if(block == NULL)
@@ -6970,10 +4500,6 @@ MapBlock * ServerMap::emergeBlock(
        {
                lighting_expired = true;
        }
-       else if(block->isFullyGenerated() == false)
-       {
-               half_generated = true;
-       }
        else
        {
                // Valid block
@@ -6981,27 +4507,24 @@ MapBlock * ServerMap::emergeBlock(
                return block;
        }
        
-       if(half_generated == false)
+       /*
+               If block was not found on disk and not going to generate a
+               new one, make sure there is a dummy block in place.
+       */
+       if(only_from_disk && (does_not_exist || lighting_expired))
        {
-               /*
-                       If block was not found on disk and not going to generate a
-                       new one, make sure there is a dummy block in place.
-               */
-               if(only_from_disk && (does_not_exist || lighting_expired))
-               {
-                       //dstream<<"emergeBlock(): Was not on disk but not generating"<<std::endl;
+               //dstream<<"emergeBlock(): Was not on disk but not generating"<<std::endl;
 
-                       if(block == NULL)
-                       {
-                               // Create dummy block
-                               block = new MapBlock(this, p, true);
+               if(block == NULL)
+               {
+                       // Create dummy block
+                       block = new MapBlock(this, p, true);
 
-                               // Add block to sector
-                               sector->insertBlock(block);
-                       }
-                       // Done.
-                       return block;
+                       // Add block to sector
+                       sector->insertBlock(block);
                }
+               // Done.
+               return block;
        }
 
        //dstream<<"Not found on disk, generating."<<std::endl;
@@ -7013,12 +4536,10 @@ MapBlock * ServerMap::emergeBlock(
        /*
                If the block doesn't exist, generate the block.
        */
-       if(does_not_exist || half_generated)
+       if(does_not_exist)
        {
                block = generateBlock(p, block, sector, changed_blocks,
-                               lighting_invalidated_blocks);
-
-               lighting_expired = block->getLightingExpired();
+                               lighting_invalidated_blocks); 
        }
 
        if(lighting_expired)
@@ -7030,7 +4551,6 @@ MapBlock * ServerMap::emergeBlock(
                Initially update sunlight
        */
        
-       if(lighting_expired)
        {
                core::map<v3s16, bool> light_sources;
                bool black_air_left = false;
@@ -7156,7 +4676,7 @@ void ServerMap::save(bool only_changed)
                                <<std::endl;
        
        saveMapMeta();
-       //saveChunkMeta();
+       saveChunkMeta();
        
        u32 sector_meta_count = 0;
        u32 block_count = 0;
@@ -7216,7 +4736,7 @@ void ServerMap::loadAll()
        dstream<<DTIME<<"ServerMap: Loading map..."<<std::endl;
        
        loadMapMeta();
-       //loadChunkMeta();
+       loadChunkMeta();
 
        std::vector<fs::DirListNode> list = fs::GetDirListing(m_savedir+"/sectors/");
 
@@ -7307,8 +4827,7 @@ void ServerMap::saveMapMeta()
        DSTACK(__FUNCTION_NAME);
        
        dstream<<"INFO: ServerMap::saveMapMeta(): "
-                       <<"seed="<<m_seed
-                       /*<<", chunksize="<<m_chunksize*/
+                       <<"seed="<<m_seed<<", chunksize="<<m_chunksize
                        <<std::endl;
 
        createDir(m_savedir);
@@ -7324,7 +4843,7 @@ void ServerMap::saveMapMeta()
        
        Settings params;
        params.setU64("seed", m_seed);
-       //params.setS32("chunksize", m_chunksize);
+       params.setS32("chunksize", m_chunksize);
 
        params.writeLines(os);
 
@@ -7364,15 +4883,13 @@ void ServerMap::loadMapMeta()
        }
 
        m_seed = params.getU64("seed");
-       //m_chunksize = params.getS32("chunksize");
+       m_chunksize = params.getS32("chunksize");
 
        dstream<<"INFO: ServerMap::loadMapMeta(): "
-                       <<"seed="<<m_seed
-                       /*<<", chunksize="<<m_chunksize*/
+                       <<"seed="<<m_seed<<", chunksize="<<m_chunksize
                        <<std::endl;
 }
 
-#if 0
 void ServerMap::saveChunkMeta()
 {
        DSTACK(__FUNCTION_NAME);
@@ -7460,7 +4977,6 @@ void ServerMap::loadChunkMeta()
                m_chunks.insert(p, chunk);
        }
 }
-#endif
 
 void ServerMap::saveSectorMeta(ServerMapSector *sector)
 {
@@ -8149,6 +5665,8 @@ void ClientMap::expireMeshes(bool only_daynight_diffed)
 
 void ClientMap::updateMeshes(v3s16 blockpos, u32 daynight_ratio)
 {
+       assert(mapType() == MAPTYPE_CLIENT);
+
        try{
                v3s16 p = blockpos + v3s16(0,0,0);
                MapBlock *b = getBlockNoCreate(p);
@@ -8174,41 +5692,25 @@ void ClientMap::updateMeshes(v3s16 blockpos, u32 daynight_ratio)
                b->updateMesh(daynight_ratio);
        }
        catch(InvalidPositionException &e){}
-}
-
-/*
-       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]);
+       /*// 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);
                b->updateMesh(daynight_ratio);
        }
+       catch(InvalidPositionException &e){}*/
 }
 
 void ClientMap::PrintInfo(std::ostream &out)
index 39cd79f013e95efad82a8005c6b3a9767ee2cdfd..1cebef63442727eac60cfdb9dd02a42a07e8af08 100644 (file)
--- a/src/map.h
+++ b/src/map.h
@@ -38,18 +38,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 #include "mapsector.h"
 #include "constants.h"
 #include "voxel.h"
-
-/*
-       Some exposed functions
-*/
-
-double base_rock_level_2d(u64 seed, v2f p);
-bool get_have_sand_coast(u64 seed, v2f p);
-bool get_have_sand_ground(u64 seed, v2f p);
-double get_turbulence_factor_2d(u64 seed, v2f p);
-
-/*
-*/
+#include "mapchunk.h"
 
 #define MAPTYPE_BASE 0
 #define MAPTYPE_SERVER 1
@@ -335,29 +324,81 @@ public:
                Map generation
        */
        
+       // Returns the position of the chunk where the sector is in
+       v2s16 sector_to_chunk(v2s16 sectorpos)
+       {
+               sectorpos.X += m_chunksize / 2;
+               sectorpos.Y += m_chunksize / 2;
+               v2s16 chunkpos = getContainerPos(sectorpos, m_chunksize);
+               return chunkpos;
+       }
+       
+       // Returns the position of the (0,0) sector of the chunk
+       v2s16 chunk_to_sector(v2s16 chunkpos)
+       {
+               v2s16 sectorpos(
+                       chunkpos.X * m_chunksize,
+                       chunkpos.Y * m_chunksize
+               );
+               sectorpos.X -= m_chunksize / 2;
+               sectorpos.Y -= m_chunksize / 2;
+               return sectorpos;
+       }
+
+       /*
+               Get a chunk.
+       */
+       MapChunk *getChunk(v2s16 chunkpos)
+       {
+               core::map<v2s16, MapChunk*>::Node *n;
+               n = m_chunks.find(chunkpos);
+               if(n == NULL)
+                       return NULL;
+               return n->getValue();
+       }
+
        /*
-               True if the block and its neighbors are fully generated.
-               It means the block will not be touched in the future by the
-               generator. If false, generateBlock will make it true.
+               True if the chunk and its neighbors are fully generated.
+               It means the chunk will not be touched in the future by the
+               generator. If false, generateChunk will make it true.
        */
-       bool blockNonVolatile(v3s16 blockpos)
+       bool chunkNonVolatile(v2s16 chunkpos)
        {
-               for(s16 x=-1; x<=1; x++)
-               for(s16 y=-1; y<=1; y++)
-               for(s16 z=-1; z<=1; z++)
+               /*for(s16 x=-1; x<=1; x++)
+               for(s16 y=-1; y<=1; y++)*/
+               s16 x=0;
+               s16 y=0;
                {
-                       v3s16 blockpos0 = blockpos + v3s16(x,y,z);
-                       MapBlock *block = getBlockNoCreateNoEx(blockpos);
-                       if(block == NULL)
+                       v2s16 chunkpos0 = chunkpos + v2s16(x,y);
+                       MapChunk *chunk = getChunk(chunkpos);
+                       if(chunk == NULL)
                                return false;
-                       if(block->isFullyGenerated() == false)
+                       if(chunk->getGenLevel() != GENERATED_FULLY)
                                return false;
                }
                return true;
        }
 
+       /*
+               Generate a chunk.
+
+               All chunks touching this one can be altered also.
+       */
+       MapChunk* generateChunkRaw(v2s16 chunkpos,
+                       core::map<v3s16, MapBlock*> &changed_blocks,
+                       bool force=false);
+       
+       /*
+               Generate a chunk and its neighbors so that it won't be touched
+               anymore.
+       */
+       MapChunk* generateChunk(v2s16 chunkpos,
+                       core::map<v3s16, MapBlock*> &changed_blocks);
+       
        /*
                Generate a sector.
+               
+               This is mainly called by generateChunkRaw.
        */
        //ServerMapSector * generateSector(v2s16 p);
        
@@ -384,27 +425,6 @@ public:
                return emergeSector(p, changed_blocks);
        }
 
-       /*MapBlock * generateBlock(
-                       v3s16 p,
-                       MapBlock *original_dummy,
-                       ServerMapSector *sector,
-                       core::map<v3s16, MapBlock*> &changed_blocks,
-                       core::map<v3s16, MapBlock*> &lighting_invalidated_blocks
-       );*/
-       
-       /*
-               Generate a block.
-
-               All blocks touching this one can be altered also.
-       */
-       MapBlock* generateBlockRaw(v3s16 blockpos,
-                       core::map<v3s16, MapBlock*> &changed_blocks,
-                       bool force=false);
-       
-       /*
-               Generate a block and its neighbors so that it won't be touched
-               anymore.
-       */
        MapBlock * generateBlock(
                        v3s16 p,
                        MapBlock *original_dummy,
@@ -412,8 +432,6 @@ public:
                        core::map<v3s16, MapBlock*> &changed_blocks,
                        core::map<v3s16, MapBlock*> &lighting_invalidated_blocks
        );
-       /*MapBlock* generateBlock(v3s16 blockpos,
-                       core::map<v3s16, MapBlock*> &changed_blocks);*/
        
        /*
                Get a block from somewhere.
@@ -486,6 +504,9 @@ public:
        void saveMapMeta();
        void loadMapMeta();
        
+       void saveChunkMeta();
+       void loadChunkMeta();
+       
        // The sector mutex should be locked when calling most of these
        
        // This only saves sector-specific data such as the heightmap
@@ -510,14 +531,17 @@ public:
 
        bool isSavingEnabled(){ return m_map_saving_enabled; }
 
-       u64 getSeed(){ return m_seed; }
-
 private:
        // Seed used for all kinds of randomness
        u64 m_seed;
 
        std::string m_savedir;
        bool m_map_saving_enabled;
+
+       // Chunk size in MapSectors
+       s16 m_chunksize;
+       // Chunks
+       core::map<v2s16, MapChunk*> m_chunks;
 };
 
 /*
@@ -641,7 +665,7 @@ public:
        void updateMeshes(v3s16 blockpos, u32 daynight_ratio);
        
        // Update meshes that touch the node
-       void updateNodeMeshes(v3s16 nodepos, u32 daynight_ratio);
+       //void updateNodeMeshes(v3s16 nodepos, u32 daynight_ratio);
 
        // For debug printing
        virtual void PrintInfo(std::ostream &out);
index 94c6ad90955de7b18a6096e908b6eea8091f54b1..66833addbcd6433a6f4ab2c3f31cb04f2a924e13 100644 (file)
@@ -36,7 +36,7 @@ MapBlock::MapBlock(NodeContainer *parent, v3s16 pos, bool dummy):
                is_underground(false),
                m_lighting_expired(true),
                m_day_night_differs(false),
-               m_not_fully_generated(false),
+               //m_not_fully_generated(false),
                m_objects(this)
 {
        data = NULL;
@@ -1763,8 +1763,8 @@ void MapBlock::serialize(std::ostream &os, u8 version)
                        flags |= 0x02;
                if(m_lighting_expired)
                        flags |= 0x04;
-               if(m_not_fully_generated)
-                       flags |= 0x08;
+               /*if(m_not_fully_generated)
+                       flags |= 0x08;*/
                os.write((char*)&flags, 1);
 
                u32 nodecount = MAP_BLOCKSIZE*MAP_BLOCKSIZE*MAP_BLOCKSIZE;
@@ -1887,7 +1887,7 @@ void MapBlock::deSerialize(std::istream &is, u8 version)
                is_underground = (flags & 0x01) ? true : false;
                m_day_night_differs = (flags & 0x02) ? true : false;
                m_lighting_expired = (flags & 0x04) ? true : false;
-               m_not_fully_generated = (flags & 0x08) ? true : false;
+               //m_not_fully_generated = (flags & 0x08) ? true : false;
 
                // Uncompress data
                std::ostringstream os(std::ios_base::binary);
index 97129bd346d1eadaf2b4fa8e7cc3b338824abf45..3614d136750277383fb7c8743af8bbf136039c3f 100644 (file)
@@ -244,16 +244,15 @@ public:
                return m_lighting_expired;
        }
 
-       bool isFullyGenerated()
+       /*bool isFullyGenerated()
        {
                return !m_not_fully_generated;
        }
-
        void setFullyGenerated(bool b)
        {
                setChangedFlag();
                m_not_fully_generated = !b;
-       }
+       }*/
 
        bool isValid()
        {
@@ -680,7 +679,7 @@ private:
 
                TODO: Save in file
        */
-       bool m_not_fully_generated;
+       //bool m_not_fully_generated;
        
        MapBlockObjectList m_objects;
 
index 79600a44c1977e0541f26157443be2b3257062e2..2227cbd0041aecf01db1c484d88f503a9fc6d15c 100644 (file)
@@ -544,10 +544,16 @@ void RemoteClient::GetNextBlocks(Server *server, float dtime,
                                        block_is_invalid = true;
                                }
                                
-                               if(block->isFullyGenerated() == false)
+                               /*if(block->isFullyGenerated() == false)
                                {
                                        block_is_invalid = true;
-                               }
+                               }*/
+                               
+                               v2s16 p2d(p.X, p.Z);
+                               ServerMap *map = (ServerMap*)(&server->m_env.getMap());
+                               v2s16 chunkpos = map->sector_to_chunk(p2d);
+                               if(map->chunkNonVolatile(chunkpos) == false)
+                                       block_is_invalid = true;
                        }
 
                        /*
@@ -1711,7 +1717,8 @@ void Server::ProcessData(u8 *data, u32 datasize, u16 peer_id)
                writeU16(&reply[0], TOCLIENT_INIT);
                writeU8(&reply[2], deployed);
                writeV3S16(&reply[2+1], floatToInt(player->getPosition()+v3f(0,BS/2,0), BS));
-               writeU64(&reply[2+1+6], m_env.getServerMap().getSeed());
+               //writeU64(&reply[2+1+6], m_env.getServerMap().getSeed());
+               
                // Send as reliable
                m_con.Send(peer_id, 0, reply, true);