commit before some radical changes

This commit is contained in:
Perttu Ahola 2011-04-02 13:44:06 +03:00
parent 2e7b15fed3
commit 2990f5d90b
8 changed files with 204 additions and 138 deletions

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@ -1,5 +1,9 @@
#!/usr/bin/python
"
This is an example script that generates some valid map data.
"
import struct
import random

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@ -1040,97 +1040,103 @@ void Client::ProcessData(u8 *data, u32 datasize, u16 sender_peer_id)
}
else if(command == TOCLIENT_ACTIVE_OBJECT_REMOVE_ADD)
{
/*
u16 command
u16 count of removed objects
for all removed objects {
u16 id
}
u16 count of added objects
for all added objects {
u16 id
u8 type
u16 initialization data length
string initialization data
}
*/
char buf[6];
// Get all data except the command number
std::string datastring((char*)&data[2], datasize-2);
// Throw them in an istringstream
std::istringstream is(datastring, std::ios_base::binary);
// Read stuff
// Read removed objects
is.read(buf, 2);
u16 removed_count = readU16((u8*)buf);
for(u16 i=0; i<removed_count; i++)
if(g_settings.getBool("enable_experimental"))
{
/*
u16 command
u16 count of removed objects
for all removed objects {
u16 id
}
u16 count of added objects
for all added objects {
u16 id
u8 type
u16 initialization data length
string initialization data
}
*/
char buf[6];
// Get all data except the command number
std::string datastring((char*)&data[2], datasize-2);
// Throw them in an istringstream
std::istringstream is(datastring, std::ios_base::binary);
// Read stuff
// Read removed objects
is.read(buf, 2);
u16 id = readU16((u8*)buf);
// Remove it
u16 removed_count = readU16((u8*)buf);
for(u16 i=0; i<removed_count; i++)
{
JMutexAutoLock envlock(m_env_mutex);
m_env.removeActiveObject(id);
is.read(buf, 2);
u16 id = readU16((u8*)buf);
// Remove it
{
JMutexAutoLock envlock(m_env_mutex);
m_env.removeActiveObject(id);
}
}
}
// Read added objects
is.read(buf, 2);
u16 added_count = readU16((u8*)buf);
for(u16 i=0; i<added_count; i++)
{
// Read added objects
is.read(buf, 2);
u16 id = readU16((u8*)buf);
is.read(buf, 1);
u8 type = readU8((u8*)buf);
std::string data = deSerializeLongString(is);
// Add it
u16 added_count = readU16((u8*)buf);
for(u16 i=0; i<added_count; i++)
{
JMutexAutoLock envlock(m_env_mutex);
m_env.addActiveObject(id, type, data);
is.read(buf, 2);
u16 id = readU16((u8*)buf);
is.read(buf, 1);
u8 type = readU8((u8*)buf);
std::string data = deSerializeLongString(is);
// Add it
{
JMutexAutoLock envlock(m_env_mutex);
m_env.addActiveObject(id, type, data);
}
}
}
}
else if(command == TOCLIENT_ACTIVE_OBJECT_MESSAGES)
{
/*
u16 command
for all objects
{
u16 id
u16 message length
string message
}
*/
char buf[6];
// Get all data except the command number
std::string datastring((char*)&data[2], datasize-2);
// Throw them in an istringstream
std::istringstream is(datastring, std::ios_base::binary);
while(is.eof() == false)
if(g_settings.getBool("enable_experimental"))
{
// Read stuff
is.read(buf, 2);
u16 id = readU16((u8*)buf);
if(is.eof())
break;
is.read(buf, 2);
u16 message_size = readU16((u8*)buf);
std::string message;
message.reserve(message_size);
for(u16 i=0; i<message_size; i++)
/*
u16 command
for all objects
{
u16 id
u16 message length
string message
}
*/
char buf[6];
// Get all data except the command number
std::string datastring((char*)&data[2], datasize-2);
// Throw them in an istringstream
std::istringstream is(datastring, std::ios_base::binary);
while(is.eof() == false)
{
is.read(buf, 1);
message.append(buf, 1);
}
// Pass on to the environment
{
JMutexAutoLock envlock(m_env_mutex);
m_env.processActiveObjectMessage(id, message);
// Read stuff
is.read(buf, 2);
u16 id = readU16((u8*)buf);
if(is.eof())
break;
is.read(buf, 2);
u16 message_size = readU16((u8*)buf);
std::string message;
message.reserve(message_size);
for(u16 i=0; i<message_size; i++)
{
is.read(buf, 1);
message.append(buf, 1);
}
// Pass on to the environment
{
JMutexAutoLock envlock(m_env_mutex);
m_env.processActiveObjectMessage(id, message);
}
}
}
}

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@ -160,6 +160,9 @@ TODO: Flowing water animation
* Combine meshes to bigger ones in ClientMap and set them EHM_STATIC
SUGG: Draw cubes in inventory directly with 3D drawing commands, so that
animating them is easier.
Configuration:
--------------
@ -242,9 +245,6 @@ TODO: Mineral and ground material properties
TODO: Flowing water to actually contain flow direction information
TODO: Remove duplicate lighting implementation from Map (leave
VoxelManipulator, which is faster)
FEATURE: Create a system that allows a huge amount of different "map
generator modules/filters"
@ -273,18 +273,27 @@ Mapgen v2:
the other chunk making nasty straight walls when the other chunk
is generated. Fix it.
Mapgen v4 (not doing):
* only_from_disk might not work anymore - check and fix it.
* Make the generator to run in background and not blocking block
placement and transfer
* Make chunks to be tiled vertically too
* MAKE IT FASTER
Mapgen v3:
* Generate trees better
- Add a "trees_added" flag to sector, or something
* How 'bout making turbulence controlled so that for a given 2d position
it can be completely turned off, and is usually so. This way generation
can be sped up a lot.
* Add a way to generate a block partly, so that trees are not added, like
the chunks in v2
* Add mud "discretely", not by guessing from the noise
Mapgen v4:
* only_from_disk might not work anymore - check and fix it.
* Make the generator to run in background and not blocking block
placement and transfer
* Make chunks to be tiled vertically too
* This will be the final way.
* Generate blocks in the same way as chunks, by copying a voxelmanipulator
from the map that is one block larger in all directions.
Misc. stuff:
------------

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@ -183,6 +183,9 @@ 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,
@ -366,6 +369,9 @@ 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,
@ -840,6 +846,8 @@ 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)
@ -1036,6 +1044,7 @@ 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)
@ -1982,7 +1991,7 @@ 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 > 0.8);
return (sandnoise > 1.0);
}
// -1->0, 0->1, 1->0
@ -4079,7 +4088,6 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
{
DSTACK(__FUNCTION_NAME);
/*
Don't generate if already fully generated
*/
@ -4095,6 +4103,7 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
}
}
#if 0
dstream<<"generateChunkRaw(): Generating chunk "
<<"("<<chunkpos.X<<","<<chunkpos.Y<<")"
<<std::endl;
@ -4733,7 +4742,7 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
block->updateDayNightDiff();
}
}
#endif
/*
Create chunk metadata
@ -4947,7 +4956,8 @@ MapSector * ServerMap::emergeSector(v2s16 p2d,
/*
NOTE: This is not used for main map generation, only for blocks
that are very high or low
that are very high or low.
NOTE: Now it is used mainly. Might change in the future.
*/
MapBlock * ServerMap::generateBlock(
v3s16 p,
@ -5130,18 +5140,15 @@ MapBlock * ServerMap::generateBlock(
float surface_y_f = 0;
s16 surface_y = 0;
if(turbulence_is_used == false)
{
surface_y_f = base_rock_level_2d(m_seed, real_p2d_f),
surface_y = surface_y_f;
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(surface_y < lowest_ground_y)
lowest_ground_y = surface_y;
if(surface_y > highest_ground_y)
highest_ground_y = surface_y;
}
// 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
@ -5164,35 +5171,48 @@ MapBlock * ServerMap::generateBlock(
bool is_ground = false;
v3f real_pos_f = intToFloat(real_pos, 1);
if(turbulence_is_used)
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))
{
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;
is_ground = false;
if(real_y < noturb_surface_y)
is_cavern = true;
}
else
{
if(is_carved(m_seed, real_pos_f))
is_ground = false;
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
is_ground = (real_y <= surface_y);
{
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)
if(real_y < WATER_LEVEL && !is_cavern)
{
n.d = water_material;
u8 dist = 16;
@ -7181,8 +7201,6 @@ 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);
@ -7208,25 +7226,41 @@ void ClientMap::updateMeshes(v3s16 blockpos, u32 daynight_ratio)
b->updateMesh(daynight_ratio);
}
catch(InvalidPositionException &e){}
/*// Trailing edge
try{
v3s16 p = blockpos + v3s16(1,0,0);
MapBlock *b = getBlockNoCreate(p);
}
/*
Update mesh of block in which the node is, and if the node is at the
leading edge, update the appropriate leading blocks too.
*/
void ClientMap::updateNodeMeshes(v3s16 nodepos, u32 daynight_ratio)
{
v3s16 dirs[4] = {
v3s16(0,0,0),
v3s16(-1,0,0),
v3s16(0,-1,0),
v3s16(0,0,-1),
};
v3s16 blockposes[4];
for(u32 i=0; i<4; i++)
{
v3s16 np = nodepos + dirs[i];
blockposes[i] = getNodeBlockPos(np);
// Don't update mesh of block if it has been done already
bool already_updated = false;
for(u32 j=0; j<i; j++)
{
if(blockposes[j] == blockposes[i])
{
already_updated = true;
break;
}
}
if(already_updated)
continue;
// Update mesh
MapBlock *b = getBlockNoCreate(blockposes[i]);
b->updateMesh(daynight_ratio);
}
catch(InvalidPositionException &e){}
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)

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@ -679,7 +679,7 @@ 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);

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@ -61,6 +61,17 @@ u32 TimeTaker::getTime()
return dtime;
}
const v3s16 g_6dirs[6] =
{
// +right, +top, +back
v3s16( 0, 0, 1), // back
v3s16( 0, 1, 0), // top
v3s16( 1, 0, 0), // right
v3s16( 0, 0,-1), // front
v3s16( 0,-1, 0), // bottom
v3s16(-1, 0, 0) // left
};
const v3s16 g_26dirs[26] =
{
// +right, +top, +back

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@ -34,6 +34,8 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "exceptions.h"
#include "porting.h"
extern const v3s16 g_6dirs[6];
extern const v3s16 g_26dirs[26];
// 26th is (0,0,0)