minetest/src/mapblock.h

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/*
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Minetest
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Copyright (C) 2013 celeron55, Perttu Ahola <celeron55@gmail.com>
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License as published by
the Free Software Foundation; either version 2.1 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
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*/
#pragma once
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#include <vector>
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#include "irr_v3d.h"
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#include "mapnode.h"
#include "exceptions.h"
#include "constants.h"
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#include "staticobject.h"
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#include "nodemetadata.h"
#include "nodetimer.h"
#include "modifiedstate.h"
#include "util/numeric.h" // getContainerPos
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#include "settings.h"
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class Map;
class NodeMetadataList;
class IGameDef;
class MapBlockMesh;
class VoxelManipulator;
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#define BLOCK_TIMESTAMP_UNDEFINED 0xffffffff
////
//// MapBlock modified reason flags
////
#define MOD_REASON_INITIAL (1 << 0)
#define MOD_REASON_REALLOCATE (1 << 1)
#define MOD_REASON_SET_IS_UNDERGROUND (1 << 2)
#define MOD_REASON_SET_LIGHTING_COMPLETE (1 << 3)
#define MOD_REASON_SET_GENERATED (1 << 4)
#define MOD_REASON_SET_NODE (1 << 5)
#define MOD_REASON_SET_NODE_NO_CHECK (1 << 6)
#define MOD_REASON_SET_TIMESTAMP (1 << 7)
#define MOD_REASON_REPORT_META_CHANGE (1 << 8)
#define MOD_REASON_CLEAR_ALL_OBJECTS (1 << 9)
#define MOD_REASON_BLOCK_EXPIRED (1 << 10)
#define MOD_REASON_ADD_ACTIVE_OBJECT_RAW (1 << 11)
#define MOD_REASON_REMOVE_OBJECTS_REMOVE (1 << 12)
#define MOD_REASON_REMOVE_OBJECTS_DEACTIVATE (1 << 13)
#define MOD_REASON_TOO_MANY_OBJECTS (1 << 14)
#define MOD_REASON_STATIC_DATA_ADDED (1 << 15)
#define MOD_REASON_STATIC_DATA_REMOVED (1 << 16)
#define MOD_REASON_STATIC_DATA_CHANGED (1 << 17)
#define MOD_REASON_EXPIRE_DAYNIGHTDIFF (1 << 18)
#define MOD_REASON_VMANIP (1 << 19)
#define MOD_REASON_UNKNOWN (1 << 20)
////
//// MapBlock itself
////
class MapBlock
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{
public:
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MapBlock(v3s16 pos, IGameDef *gamedef);
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~MapBlock();
// Any server-modding code can "delete" arbitrary blocks (i.e. with
// core.delete_area), which makes them orphan. Avoid using orphan blocks for
// anything.
bool isOrphan() const
{
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return m_orphan;
}
void makeOrphan()
{
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m_orphan = true;
}
void reallocate()
{
for (u32 i = 0; i < nodecount; i++)
data[i] = MapNode(CONTENT_IGNORE);
raiseModified(MOD_STATE_WRITE_NEEDED, MOD_REASON_REALLOCATE);
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}
MapNode* getData()
{
return data;
}
////
//// Modification tracking methods
////
void raiseModified(u32 mod, u32 reason=MOD_REASON_UNKNOWN)
{
if (mod > m_modified) {
m_modified = mod;
m_modified_reason = reason;
if (m_modified >= MOD_STATE_WRITE_AT_UNLOAD)
m_disk_timestamp = m_timestamp;
} else if (mod == m_modified) {
m_modified_reason |= reason;
}
if (mod == MOD_STATE_WRITE_NEEDED)
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contents.clear();
}
inline u32 getModified()
{
return m_modified;
}
inline u32 getModifiedReason()
{
return m_modified_reason;
}
std::string getModifiedReasonString();
inline void resetModified()
{
m_modified = MOD_STATE_CLEAN;
m_modified_reason = 0;
}
////
//// Flags
////
// is_underground getter/setter
inline bool getIsUnderground()
{
return is_underground;
}
inline void setIsUnderground(bool a_is_underground)
{
is_underground = a_is_underground;
raiseModified(MOD_STATE_WRITE_NEEDED, MOD_REASON_SET_IS_UNDERGROUND);
}
inline void setLightingComplete(u16 newflags)
{
if (newflags != m_lighting_complete) {
m_lighting_complete = newflags;
raiseModified(MOD_STATE_WRITE_NEEDED, MOD_REASON_SET_LIGHTING_COMPLETE);
}
}
inline u16 getLightingComplete()
{
return m_lighting_complete;
}
inline void setLightingComplete(LightBank bank, u8 direction,
bool is_complete)
{
assert(direction >= 0 && direction <= 5);
if (bank == LIGHTBANK_NIGHT) {
direction += 6;
}
u16 newflags = m_lighting_complete;
if (is_complete) {
newflags |= 1 << direction;
} else {
newflags &= ~(1 << direction);
}
setLightingComplete(newflags);
}
inline bool isLightingComplete(LightBank bank, u8 direction)
{
assert(direction >= 0 && direction <= 5);
if (bank == LIGHTBANK_NIGHT) {
direction += 6;
}
return (m_lighting_complete & (1 << direction)) != 0;
}
inline bool isGenerated()
{
return m_generated;
}
inline void setGenerated(bool b)
{
if (b != m_generated) {
raiseModified(MOD_STATE_WRITE_NEEDED, MOD_REASON_SET_GENERATED);
m_generated = b;
}
}
////
//// Position stuff
////
inline v3s16 getPos()
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{
return m_pos;
}
inline v3s16 getPosRelative()
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{
return m_pos_relative;
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}
inline core::aabbox3d<s16> getBox()
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{
return core::aabbox3d<s16>(getPosRelative(),
getPosRelative()
+ v3s16(MAP_BLOCKSIZE, MAP_BLOCKSIZE, MAP_BLOCKSIZE)
- v3s16(1,1,1));
}
////
//// Regular MapNode get-setters
////
inline bool isValidPosition(s16 x, s16 y, s16 z)
{
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return x >= 0 && x < MAP_BLOCKSIZE
&& y >= 0 && y < MAP_BLOCKSIZE
&& z >= 0 && z < MAP_BLOCKSIZE;
}
inline bool isValidPosition(v3s16 p)
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{
return isValidPosition(p.X, p.Y, p.Z);
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}
inline MapNode getNode(s16 x, s16 y, s16 z, bool *valid_position)
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{
*valid_position = isValidPosition(x, y, z);
if (!*valid_position)
return {CONTENT_IGNORE};
return data[z * zstride + y * ystride + x];
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}
inline MapNode getNode(v3s16 p, bool *valid_position)
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{
return getNode(p.X, p.Y, p.Z, valid_position);
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}
inline MapNode getNodeNoEx(v3s16 p)
{
bool is_valid;
return getNode(p.X, p.Y, p.Z, &is_valid);
}
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inline void setNode(s16 x, s16 y, s16 z, MapNode n)
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{
if (!isValidPosition(x, y, z))
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throw InvalidPositionException();
data[z * zstride + y * ystride + x] = n;
raiseModified(MOD_STATE_WRITE_NEEDED, MOD_REASON_SET_NODE);
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}
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inline void setNode(v3s16 p, MapNode n)
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{
setNode(p.X, p.Y, p.Z, n);
}
////
//// Non-checking variants of the above
////
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inline MapNode getNodeNoCheck(s16 x, s16 y, s16 z)
{
return data[z * zstride + y * ystride + x];
}
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inline MapNode getNodeNoCheck(v3s16 p)
{
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return getNodeNoCheck(p.X, p.Y, p.Z);
}
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inline void setNodeNoCheck(s16 x, s16 y, s16 z, MapNode n)
{
data[z * zstride + y * ystride + x] = n;
raiseModified(MOD_STATE_WRITE_NEEDED, MOD_REASON_SET_NODE_NO_CHECK);
}
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inline void setNodeNoCheck(v3s16 p, MapNode n)
{
setNodeNoCheck(p.X, p.Y, p.Z, n);
}
// Copies data to VoxelManipulator to getPosRelative()
void copyTo(VoxelManipulator &dst);
// Copies data from VoxelManipulator getPosRelative()
void copyFrom(VoxelManipulator &dst);
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// Update day-night lighting difference flag.
// Sets m_day_night_differs to appropriate value.
// These methods don't care about neighboring blocks.
void actuallyUpdateDayNightDiff();
// Call this to schedule what the previous function does to be done
// when the value is actually needed.
void expireDayNightDiff();
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inline bool getDayNightDiff()
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{
if (m_day_night_differs_expired)
actuallyUpdateDayNightDiff();
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return m_day_night_differs;
}
Reduce exposure of various internals (#12885) * refactoring(StaticObjectList): don't expose m_active and m_stored anymore This prevents our old crap code where anyone can access to StaticObjectList. use proper modifiers. It also permits to do a short cleanup on MapBlock using a helper * refactoring(MapBlock): reduce a bit exposed m_active_blocks variable * refactoring: MapBlock::m_node_timers is now private We already had various helpers to perform this privatization, just use it. Also factorize the MapBlock stepping code for timers using already existing code and importing them from ServerEnvironment to MapBlock. It's currently done pretty straight forward without any inheritance as MapBlock is just used everywhere, maybe in a future we'll have ServerMapBlock over MapBlock. Currently for a simple function let's just use proper objects and add a comment warning * refactoring(Server): fix duplicated function for add/remove node * refactoring(guiFormSpecMenu): add removeAll function to prevent duplicated code * refactoring(ShadowRenderer) + perf: code quality + increase performance * All callers are already using the point and we should never test a function with nullptr node, it's a bug. Removed workaround which was hacky and fix the bug * Drop clientmap lookup from shadowrendered, just use directly its pointer and forbid to push it in the generic list * Reduce memory pressure on the renderShadowObject by preventing deallocating and reallocating multiple vectors on each node * refactoring(MapBlock): reduce exposure of MapBlock::m_static_objects It's not complete as some parts of the code are pretty nested, but it's better than before :) * fix: better working on new functions & drop unwanted 2 lines Co-authored-by: Jude Melton-Houghton <jwmhjwmh@gmail.com> Co-authored-by: Jude Melton-Houghton <jwmhjwmh@gmail.com>
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bool onObjectsActivation();
bool saveStaticObject(u16 id, const StaticObject &obj, u32 reason);
void step(float dtime, const std::function<bool(v3s16, MapNode, f32)> &on_timer_cb);
////
//// Timestamp (see m_timestamp)
////
// NOTE: BLOCK_TIMESTAMP_UNDEFINED=0xffffffff means there is no timestamp.
inline void setTimestamp(u32 time)
{
m_timestamp = time;
raiseModified(MOD_STATE_WRITE_AT_UNLOAD, MOD_REASON_SET_TIMESTAMP);
}
inline void setTimestampNoChangedFlag(u32 time)
{
m_timestamp = time;
}
inline u32 getTimestamp()
{
return m_timestamp;
}
inline u32 getDiskTimestamp()
{
return m_disk_timestamp;
}
////
//// Usage timer (see m_usage_timer)
////
inline void resetUsageTimer()
{
m_usage_timer = 0;
}
inline void incrementUsageTimer(float dtime)
{
m_usage_timer += dtime;
}
inline float getUsageTimer()
{
return m_usage_timer;
}
////
//// Reference counting (see m_refcount)
////
inline void refGrab()
{
assert(m_refcount < SHRT_MAX);
m_refcount++;
}
inline void refDrop()
{
assert(m_refcount > 0);
m_refcount--;
}
inline short refGet()
{
return m_refcount;
}
////
//// Node Timers
////
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inline NodeTimer getNodeTimer(v3s16 p)
{
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return m_node_timers.get(p);
}
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inline void removeNodeTimer(v3s16 p)
{
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m_node_timers.remove(p);
}
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inline void setNodeTimer(const NodeTimer &t)
{
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m_node_timers.set(t);
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}
inline void clearNodeTimers()
{
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m_node_timers.clear();
}
////
//// Serialization
///
// These don't write or read version by itself
// Set disk to true for on-disk format, false for over-the-network format
// Precondition: version >= SER_FMT_VER_LOWEST_WRITE
void serialize(std::ostream &result, u8 version, bool disk, int compression_level);
// If disk == true: In addition to doing other things, will add
// unknown blocks from id-name mapping to wndef
void deSerialize(std::istream &is, u8 version, bool disk);
void serializeNetworkSpecific(std::ostream &os);
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void deSerializeNetworkSpecific(std::istream &is);
Reduce exposure of various internals (#12885) * refactoring(StaticObjectList): don't expose m_active and m_stored anymore This prevents our old crap code where anyone can access to StaticObjectList. use proper modifiers. It also permits to do a short cleanup on MapBlock using a helper * refactoring(MapBlock): reduce a bit exposed m_active_blocks variable * refactoring: MapBlock::m_node_timers is now private We already had various helpers to perform this privatization, just use it. Also factorize the MapBlock stepping code for timers using already existing code and importing them from ServerEnvironment to MapBlock. It's currently done pretty straight forward without any inheritance as MapBlock is just used everywhere, maybe in a future we'll have ServerMapBlock over MapBlock. Currently for a simple function let's just use proper objects and add a comment warning * refactoring(Server): fix duplicated function for add/remove node * refactoring(guiFormSpecMenu): add removeAll function to prevent duplicated code * refactoring(ShadowRenderer) + perf: code quality + increase performance * All callers are already using the point and we should never test a function with nullptr node, it's a bug. Removed workaround which was hacky and fix the bug * Drop clientmap lookup from shadowrendered, just use directly its pointer and forbid to push it in the generic list * Reduce memory pressure on the renderShadowObject by preventing deallocating and reallocating multiple vectors on each node * refactoring(MapBlock): reduce exposure of MapBlock::m_static_objects It's not complete as some parts of the code are pretty nested, but it's better than before :) * fix: better working on new functions & drop unwanted 2 lines Co-authored-by: Jude Melton-Houghton <jwmhjwmh@gmail.com> Co-authored-by: Jude Melton-Houghton <jwmhjwmh@gmail.com>
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bool storeActiveObject(u16 id);
// clearObject and return removed objects count
u32 clearObjects();
private:
/*
Private methods
*/
void deSerialize_pre22(std::istream &is, u8 version, bool disk);
public:
/*
Public member variables
*/
#ifndef SERVER // Only on client
MapBlockMesh *mesh = nullptr;
#endif
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NodeMetadataList m_node_metadata;
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StaticObjectList m_static_objects;
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static const u32 ystride = MAP_BLOCKSIZE;
static const u32 zstride = MAP_BLOCKSIZE * MAP_BLOCKSIZE;
static const u32 nodecount = MAP_BLOCKSIZE * MAP_BLOCKSIZE * MAP_BLOCKSIZE;
//// ABM optimizations ////
// Cache of content types
// This is actually a set but for the small sizes we have a vector should be
// more efficient.
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// Can be empty, in which case nothing was cached yet.
std::vector<content_t> contents;
// True if we never want to cache content types for this block
bool do_not_cache_contents = false;
// marks the sides which are opaque: 00+Z-Z+Y-Y+X-X
u8 solid_sides {0};
private:
/*
Private member variables
*/
// Position in blocks on parent
v3s16 m_pos;
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/* This is the precalculated m_pos_relative value
* This caches the value, improving performance by removing 3 s16 multiplications
* at runtime on each getPosRelative call
* For a 5 minutes runtime with valgrind this removes 3 * 19M s16 multiplications
* The gain can be estimated in Release Build to 3 * 100M multiply operations for 5 mins
*/
v3s16 m_pos_relative;
/*
* Note that this is not an inline array because that has implications on
* heap fragmentation (the array is exactly 16K), CPU caches and/or
* optimizability of algorithms working on this array.
*/
MapNode *const data; // of `nodecount` elements
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IGameDef *m_gamedef;
/*
- On the server, this is used for telling whether the
block has been modified from the one on disk.
- On the client, this is used for nothing.
*/
u16 m_modified = MOD_STATE_WRITE_NEEDED;
u32 m_modified_reason = MOD_REASON_INITIAL;
/*
When propagating sunlight and the above block doesn't exist,
sunlight is assumed if this is false.
In practice this is set to true if the block is completely
undeground with nothing visible above the ground except
caves.
*/
bool is_underground = false;
/*!
* Each bit indicates if light spreading was finished
* in a direction. (Because the neighbor could also be unloaded.)
* Bits (most significant first):
* nothing, nothing, nothing, nothing,
* night X-, night Y-, night Z-, night Z+, night Y+, night X+,
* day X-, day Y-, day Z-, day Z+, day Y+, day X+.
*/
u16 m_lighting_complete = 0xFFFF;
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// Whether day and night lighting differs
bool m_day_night_differs = false;
bool m_day_night_differs_expired = true;
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// see isOrphan()
bool m_orphan = false;
// Whether mapgen has generated the content of this block (persisted)
bool m_generated = false;
/*
When block is removed from active blocks, this is set to gametime.
Value BLOCK_TIMESTAMP_UNDEFINED=0xffffffff means there is no timestamp.
*/
u32 m_timestamp = BLOCK_TIMESTAMP_UNDEFINED;
// The on-disk (or to-be on-disk) timestamp value
u32 m_disk_timestamp = BLOCK_TIMESTAMP_UNDEFINED;
/*
When the block is accessed, this is set to 0.
Map will unload the block when this reaches a timeout.
*/
float m_usage_timer = 0;
/*
Reference count; currently used for determining if this block is in
the list of blocks to be drawn.
*/
short m_refcount = 0;
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Reduce exposure of various internals (#12885) * refactoring(StaticObjectList): don't expose m_active and m_stored anymore This prevents our old crap code where anyone can access to StaticObjectList. use proper modifiers. It also permits to do a short cleanup on MapBlock using a helper * refactoring(MapBlock): reduce a bit exposed m_active_blocks variable * refactoring: MapBlock::m_node_timers is now private We already had various helpers to perform this privatization, just use it. Also factorize the MapBlock stepping code for timers using already existing code and importing them from ServerEnvironment to MapBlock. It's currently done pretty straight forward without any inheritance as MapBlock is just used everywhere, maybe in a future we'll have ServerMapBlock over MapBlock. Currently for a simple function let's just use proper objects and add a comment warning * refactoring(Server): fix duplicated function for add/remove node * refactoring(guiFormSpecMenu): add removeAll function to prevent duplicated code * refactoring(ShadowRenderer) + perf: code quality + increase performance * All callers are already using the point and we should never test a function with nullptr node, it's a bug. Removed workaround which was hacky and fix the bug * Drop clientmap lookup from shadowrendered, just use directly its pointer and forbid to push it in the generic list * Reduce memory pressure on the renderShadowObject by preventing deallocating and reallocating multiple vectors on each node * refactoring(MapBlock): reduce exposure of MapBlock::m_static_objects It's not complete as some parts of the code are pretty nested, but it's better than before :) * fix: better working on new functions & drop unwanted 2 lines Co-authored-by: Jude Melton-Houghton <jwmhjwmh@gmail.com> Co-authored-by: Jude Melton-Houghton <jwmhjwmh@gmail.com>
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NodeTimerList m_node_timers;
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};
typedef std::vector<MapBlock*> MapBlockVect;
inline bool objectpos_over_limit(v3f p)
{
const float max_limit_bs = (MAX_MAP_GENERATION_LIMIT + 0.5f) * BS;
return p.X < -max_limit_bs ||
p.X > max_limit_bs ||
p.Y < -max_limit_bs ||
p.Y > max_limit_bs ||
p.Z < -max_limit_bs ||
p.Z > max_limit_bs;
}
inline bool blockpos_over_max_limit(v3s16 p)
{
const s16 max_limit_bp = MAX_MAP_GENERATION_LIMIT / MAP_BLOCKSIZE;
return p.X < -max_limit_bp ||
p.X > max_limit_bp ||
p.Y < -max_limit_bp ||
p.Y > max_limit_bp ||
p.Z < -max_limit_bp ||
p.Z > max_limit_bp;
}
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/*
Returns the position of the block where the node is located
*/
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inline v3s16 getNodeBlockPos(v3s16 p)
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{
return getContainerPos(p, MAP_BLOCKSIZE);
}
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inline void getNodeBlockPosWithOffset(v3s16 p, v3s16 &block, v3s16 &offset)
{
getContainerPosWithOffset(p, MAP_BLOCKSIZE, block, offset);
}
/*
Get a quick string to describe what a block actually contains
*/
std::string analyze_block(MapBlock *block);