/* Minetest-c55 Copyright (C) 2010 celeron55, Perttu Ahola This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 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 General Public License for more details. You should have received a copy of the GNU 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. */ #include "map.h" #include "main.h" #include "jmutexautolock.h" #include "client.h" #include "filesys.h" #include "utility.h" #include "voxel.h" #ifdef _WIN32 #include #define sleep_ms(x) Sleep(x) #else #include #define sleep_ms(x) usleep(x*1000) #endif MapBlockPointerCache::MapBlockPointerCache(Map *map) { m_map = map; m_map->m_blockcachelock.cacheCreated(); m_from_cache_count = 0; m_from_map_count = 0; } MapBlockPointerCache::~MapBlockPointerCache() { m_map->m_blockcachelock.cacheRemoved(); /*dstream<<"MapBlockPointerCache:" <<" from_cache_count="<mutex.Lock(); sref->setGroundHeight(relpos, y); //sref->mutex.Unlock(); } bool Map::isNodeUnderground(v3s16 p) { v3s16 blockpos = getNodeBlockPos(p); try{ MapBlock * block = getBlockNoCreate(blockpos); return block->getIsUnderground(); } catch(InvalidPositionException &e) { return false; } } /* Goes recursively through the neighbours of the node. Alters only transparent nodes. If the lighting of the neighbour is lower than the lighting of the node was (before changing it to 0 at the step before), the lighting of the neighbour is set to 0 and then the same stuff repeats for the neighbour. The ending nodes of the routine are stored in light_sources. This is useful when a light is removed. In such case, this routine can be called for the light node and then again for light_sources to re-light the area without the removed light. values of from_nodes are lighting values. */ void Map::unspreadLight(core::map & from_nodes, core::map & light_sources, core::map & modified_blocks) { v3s16 dirs[6] = { v3s16(0,0,1), // back v3s16(0,1,0), // top v3s16(1,0,0), // right v3s16(0,0,-1), // front v3s16(0,-1,0), // bottom v3s16(-1,0,0), // left }; if(from_nodes.size() == 0) return; u32 blockchangecount = 0; core::map unlighted_nodes; core::map::Iterator j; j = from_nodes.getIterator(); /* Initialize block cache */ v3s16 blockpos_last; MapBlock *block = NULL; // Cache this a bit, too bool block_checked_in_modified = false; for(; j.atEnd() == false; j++) { v3s16 pos = j.getNode()->getKey(); v3s16 blockpos = getNodeBlockPos(pos); // Only fetch a new block if the block position has changed try{ if(block == NULL || blockpos != blockpos_last){ block = getBlockNoCreate(blockpos); blockpos_last = blockpos; block_checked_in_modified = false; blockchangecount++; } } catch(InvalidPositionException &e) { continue; } if(block->isDummy()) continue; // Calculate relative position in block v3s16 relpos = pos - blockpos_last * MAP_BLOCKSIZE; // Get node straight from the block MapNode n = block->getNode(relpos); u8 oldlight = j.getNode()->getValue(); // Loop through 6 neighbors for(u16 i=0; i<6; i++) { // Get the position of the neighbor node v3s16 n2pos = pos + dirs[i]; // Get the block where the node is located v3s16 blockpos = getNodeBlockPos(n2pos); try { // Only fetch a new block if the block position has changed try{ if(block == NULL || blockpos != blockpos_last){ block = getBlockNoCreate(blockpos); blockpos_last = blockpos; block_checked_in_modified = false; blockchangecount++; } } catch(InvalidPositionException &e) { continue; } // Calculate relative position in block v3s16 relpos = n2pos - blockpos * MAP_BLOCKSIZE; // Get node straight from the block MapNode n2 = block->getNode(relpos); bool changed = false; //TODO: Optimize output by optimizing light_sources? /* If the neighbor is dimmer than what was specified as oldlight (the light of the previous node) */ if(n2.getLight() < oldlight) { /* And the neighbor is transparent and it has some light */ if(n2.light_propagates() && n2.getLight() != 0) { /* Set light to 0 and add to queue */ u8 current_light = n2.getLight(); n2.setLight(0); block->setNode(relpos, n2); unlighted_nodes.insert(n2pos, current_light); changed = true; /* Remove from light_sources if it is there NOTE: This doesn't happen nearly at all */ /*if(light_sources.find(n2pos)) { std::cout<<"Removed from light_sources"< 0) unspreadLight(unlighted_nodes, light_sources, modified_blocks); } /* A single-node wrapper of the above */ void Map::unLightNeighbors(v3s16 pos, u8 lightwas, core::map & light_sources, core::map & modified_blocks) { core::map from_nodes; from_nodes.insert(pos, lightwas); unspreadLight(from_nodes, light_sources, modified_blocks); } /* Lights neighbors of from_nodes, collects all them and then goes on recursively. */ void Map::spreadLight(core::map & from_nodes, core::map & modified_blocks) { const v3s16 dirs[6] = { v3s16(0,0,1), // back v3s16(0,1,0), // top v3s16(1,0,0), // right v3s16(0,0,-1), // front v3s16(0,-1,0), // bottom v3s16(-1,0,0), // left }; if(from_nodes.size() == 0) return; u32 blockchangecount = 0; core::map lighted_nodes; core::map::Iterator j; j = from_nodes.getIterator(); /* Initialize block cache */ v3s16 blockpos_last; MapBlock *block = NULL; // Cache this a bit, too bool block_checked_in_modified = false; for(; j.atEnd() == false; j++) //for(; j != from_nodes.end(); j++) { v3s16 pos = j.getNode()->getKey(); //v3s16 pos = *j; //dstream<<"pos=("<isDummy()) continue; // Calculate relative position in block v3s16 relpos = pos - blockpos_last * MAP_BLOCKSIZE; // Get node straight from the block MapNode n = block->getNode(relpos); u8 oldlight = n.getLight(); u8 newlight = diminish_light(oldlight); // Loop through 6 neighbors for(u16 i=0; i<6; i++){ // Get the position of the neighbor node v3s16 n2pos = pos + dirs[i]; // Get the block where the node is located v3s16 blockpos = getNodeBlockPos(n2pos); try { // Only fetch a new block if the block position has changed try{ if(block == NULL || blockpos != blockpos_last){ block = getBlockNoCreate(blockpos); blockpos_last = blockpos; block_checked_in_modified = false; blockchangecount++; } } catch(InvalidPositionException &e) { continue; } // Calculate relative position in block v3s16 relpos = n2pos - blockpos * MAP_BLOCKSIZE; // Get node straight from the block MapNode n2 = block->getNode(relpos); bool changed = false; /* If the neighbor is brighter than the current node, add to list (it will light up this node on its turn) */ if(n2.getLight() > undiminish_light(oldlight)) { lighted_nodes.insert(n2pos, true); //lighted_nodes.push_back(n2pos); changed = true; } /* If the neighbor is dimmer than how much light this node would spread on it, add to list */ if(n2.getLight() < newlight) { if(n2.light_propagates()) { n2.setLight(newlight); block->setNode(relpos, n2); lighted_nodes.insert(n2pos, true); //lighted_nodes.push_back(n2pos); changed = true; } } // Add to modified_blocks if(changed == true && block_checked_in_modified == false) { // If the block is not found in modified_blocks, add. if(modified_blocks.find(blockpos) == NULL) { modified_blocks.insert(blockpos, block); } block_checked_in_modified = true; } } catch(InvalidPositionException &e) { continue; } } } /*dstream<<"spreadLight(): Changed block " < 0) spreadLight(lighted_nodes, modified_blocks); } /* A single-node source variation of the above. */ void Map::lightNeighbors(v3s16 pos, core::map & modified_blocks) { core::map from_nodes; from_nodes.insert(pos, true); spreadLight(from_nodes, modified_blocks); } v3s16 Map::getBrightestNeighbour(v3s16 p) { v3s16 dirs[6] = { v3s16(0,0,1), // back v3s16(0,1,0), // top v3s16(1,0,0), // right v3s16(0,0,-1), // front v3s16(0,-1,0), // bottom v3s16(-1,0,0), // left }; u8 brightest_light = 0; v3s16 brightest_pos(0,0,0); bool found_something = false; // Loop through 6 neighbors for(u16 i=0; i<6; i++){ // Get the position of the neighbor node v3s16 n2pos = p + dirs[i]; MapNode n2; try{ n2 = getNode(n2pos); } catch(InvalidPositionException &e) { continue; } if(n2.getLight() > brightest_light || found_something == false){ brightest_light = n2.getLight(); brightest_pos = n2pos; found_something = true; } } if(found_something == false) throw InvalidPositionException(); return brightest_pos; } /* Propagates sunlight down from a node. Starting point gets sunlight. Returns the lowest y value of where the sunlight went. */ s16 Map::propagateSunlight(v3s16 start, core::map & modified_blocks) { s16 y = start.Y; for(; ; y--) { v3s16 pos(start.X, y, start.Z); v3s16 blockpos = getNodeBlockPos(pos); MapBlock *block; try{ block = getBlockNoCreate(blockpos); } catch(InvalidPositionException &e) { break; } v3s16 relpos = pos - blockpos*MAP_BLOCKSIZE; MapNode n = block->getNode(relpos); if(n.sunlight_propagates()) { n.setLight(LIGHT_SUN); block->setNode(relpos, n); modified_blocks.insert(blockpos, block); } else{ break; } } return y + 1; } void Map::updateLighting(core::map & a_blocks, core::map & modified_blocks) { /*m_dout< light_sources; core::map unlight_from; core::map::Iterator i; i = a_blocks.getIterator(); for(; i.atEnd() == false; i++) { MapBlock *block = i.getNode()->getValue(); for(;;) { // Don't bother with dummy blocks. if(block->isDummy()) break; v3s16 pos = block->getPos(); modified_blocks.insert(pos, block); /* Clear all light from block */ for(s16 z=0; zgetNode(v3s16(x,y,z)); u8 oldlight = n.getLight(); n.setLight(0); block->setNode(v3s16(x,y,z), n); // Collect borders for unlighting if(x==0 || x == MAP_BLOCKSIZE-1 || y==0 || y == MAP_BLOCKSIZE-1 || z==0 || z == MAP_BLOCKSIZE-1) { v3s16 p_map = p + v3s16( MAP_BLOCKSIZE*pos.X, MAP_BLOCKSIZE*pos.Y, MAP_BLOCKSIZE*pos.Z); unlight_from.insert(p_map, oldlight); } } catch(InvalidPositionException &e) { /* This would happen when dealing with a dummy block. */ //assert(0); dstream<<"updateLighting(): InvalidPositionException" <propagateSunlight(light_sources); // If bottom is valid, we're done. if(bottom_valid) break; /*dstream<<"Bottom for sunlight-propagated block (" < &modified_blocks)*/ void Map::addNodeAndUpdate(v3s16 p, MapNode n, core::map &modified_blocks) { /*PrintInfo(m_dout); m_dout< light_sources; core::map light_sources; //MapNode n = getNode(p); /* From this node to nodes underneath: If lighting is sunlight (1.0), unlight neighbours and set lighting to 0. Else discontinue. */ bool node_under_sunlight = true; v3s16 toppos = p + v3s16(0,1,0); /* If there is a node at top and it doesn't have sunlight, there has not been any sunlight going down. Otherwise there probably is. */ try{ MapNode topnode = getNode(toppos); if(topnode.getLight() != LIGHT_SUN) node_under_sunlight = false; } catch(InvalidPositionException &e) { } // Add the block of the added node to modified_blocks v3s16 blockpos = getNodeBlockPos(p); MapBlock * block = getBlockNoCreate(blockpos); assert(block != NULL); modified_blocks.insert(blockpos, block); if(isValidPosition(p) == false) throw; // Unlight neighbours of node. // This means setting light of all consequent dimmer nodes // to 0. // This also collects the nodes at the border which will spread // light again into this. unLightNeighbors(p, lightwas, light_sources, modified_blocks); n.setLight(0); setNode(p, n); /* If node is under sunlight, take all sunlighted nodes under it and clear light from them and from where the light has been spread. */ if(node_under_sunlight) { s16 y = p.Y - 1; for(;; y--){ //m_dout< &modified_blocks) { /*PrintInfo(m_dout); m_dout< neighbor_rankings; for(u32 i=0; i::Iterator i = neighbor_rankings.getIterator(); i.atEnd() == false; i++) { u8 m = i.getNode()->getKey(); u8 c = i.getNode()->getValue(); if( c > highest_ranking || // Prefer something else than air (c >= highest_ranking && m != CONTENT_AIR) ) { replace_material = m; highest_ranking = c; } } } #endif /* If there is a node at top and it doesn't have sunlight, there will be no sunlight going down. */ try{ MapNode topnode = getNode(toppos); if(topnode.getLight() != LIGHT_SUN) node_under_sunlight = false; } catch(InvalidPositionException &e) { } /* Unlight neighbors (in case the node is a light source) */ //core::list light_sources; core::map light_sources; unLightNeighbors(p, getNode(p).getLight(), light_sources, modified_blocks); /* Remove the node */ MapNode n; n.d = replace_material; n.setLight(0); setNode(p, n); /* Recalculate lighting */ spreadLight(light_sources, modified_blocks); // Add the block of the removed node to modified_blocks v3s16 blockpos = getNodeBlockPos(p); MapBlock * block = getBlockNoCreate(blockpos); assert(block != NULL); modified_blocks.insert(blockpos, block); /* If the removed node was under sunlight, propagate the sunlight down from it and then light all neighbors of the propagated blocks. */ if(node_under_sunlight) { s16 ybottom = propagateSunlight(p, modified_blocks); /*m_dout< ybottom="<= ybottom; y--) { v3s16 p2(p.X, y, p.Z); /*m_dout<updateMesh(); } catch(InvalidPositionException &e){} try{ v3s16 p = blockpos + v3s16(-1,0,0); MapBlock *b = getBlockNoCreate(p); b->updateMesh(); } catch(InvalidPositionException &e){} try{ v3s16 p = blockpos + v3s16(0,-1,0); MapBlock *b = getBlockNoCreate(p); b->updateMesh(); } catch(InvalidPositionException &e){} try{ v3s16 p = blockpos + v3s16(0,0,-1); MapBlock *b = getBlockNoCreate(p); b->updateMesh(); } catch(InvalidPositionException &e){} } /* Updates usage timers */ void Map::timerUpdate(float dtime) { JMutexAutoLock lock(m_sector_mutex); core::map::Iterator si; si = m_sectors.getIterator(); for(; si.atEnd() == false; si++) { MapSector *sector = si.getNode()->getValue(); sector->usage_timer += dtime; } } void Map::deleteSectors(core::list &list, bool only_blocks) { /* Wait for caches to be removed before continuing. This disables the existence of caches while locked */ SharedPtr cachelock(m_blockcachelock.waitCaches()); core::list::Iterator j; for(j=list.begin(); j!=list.end(); j++) { MapSector *sector = m_sectors[*j]; if(only_blocks) { sector->deleteBlocks(); } else { /* If sector is in sector cache, remove it from there */ if(m_sector_cache == sector) { m_sector_cache = NULL; } /* Remove from map and delete */ m_sectors.remove(*j); delete sector; } } } u32 Map::deleteUnusedSectors(float timeout, bool only_blocks, core::list *deleted_blocks) { JMutexAutoLock lock(m_sector_mutex); core::list sector_deletion_queue; core::map::Iterator i = m_sectors.getIterator(); for(; i.atEnd() == false; i++) { MapSector *sector = i.getNode()->getValue(); /* Delete sector from memory if it hasn't been used in a long time */ if(sector->usage_timer > timeout) { sector_deletion_queue.push_back(i.getNode()->getKey()); if(deleted_blocks != NULL) { // Collect positions of blocks of sector MapSector *sector = i.getNode()->getValue(); core::list blocks; sector->getBlocks(blocks); for(core::list::Iterator i = blocks.begin(); i != blocks.end(); i++) { deleted_blocks->push_back((*i)->getPos()); } } } } deleteSectors(sector_deletion_queue, only_blocks); return sector_deletion_queue.getSize(); } void Map::PrintInfo(std::ostream &out) { out<<"Map: "; } /* ServerMap */ ServerMap::ServerMap(std::string savedir, HMParams hmp, MapParams mp): Map(dout_server), m_heightmap(NULL) { m_savedir = savedir; m_map_saving_enabled = false; try { // If directory exists, check contents and load if possible if(fs::PathExists(m_savedir)) { // If directory is empty, it is safe to save into it. if(fs::GetDirListing(m_savedir).size() == 0) { dstream< MAP_GENERATION_LIMIT / MAP_BLOCKSIZE || p2d.Y < -MAP_GENERATION_LIMIT / MAP_BLOCKSIZE || p2d.Y > MAP_GENERATION_LIMIT / MAP_BLOCKSIZE) throw InvalidPositionException("emergeSector(): pos. over limit"); /* Generate sector and heightmaps */ // Number of heightmaps in sector in each direction u16 hm_split = SECTOR_HEIGHTMAP_SPLIT; // Heightmap side width s16 hm_d = MAP_BLOCKSIZE / hm_split; ServerMapSector *sector = new ServerMapSector(this, p2d, hm_split); /*dstream<<"Generating sector ("<getGroundHeight(mhm_p+v2s16(0,0)), m_heightmap->getGroundHeight(mhm_p+v2s16(1,0)), m_heightmap->getGroundHeight(mhm_p+v2s16(1,1)), m_heightmap->getGroundHeight(mhm_p+v2s16(0,1)), }; /*dstream<<"p_in_sector=("<setHeightmap(p_in_sector, hm); //TODO: Make these values configurable //hm->generateContinued(0.0, 0.0, corners); hm->generateContinued(0.5, 0.2, corners); //hm->generateContinued(1.0, 0.2, corners); //hm->generateContinued(2.0, 0.2, corners); //hm->print(); } /* Generate objects */ core::map *objects = new core::map; sector->setObjects(objects); v2s16 mhm_p = p2d * hm_split; f32 corners[4] = { m_heightmap->getGroundHeight(mhm_p+v2s16(0,0)*hm_split), m_heightmap->getGroundHeight(mhm_p+v2s16(1,0)*hm_split), m_heightmap->getGroundHeight(mhm_p+v2s16(1,1)*hm_split), m_heightmap->getGroundHeight(mhm_p+v2s16(0,1)*hm_split), }; float avgheight = (corners[0]+corners[1]+corners[2]+corners[3])/4.0; float avgslope = 0.0; avgslope += fabs(avgheight - corners[0]); avgslope += fabs(avgheight - corners[1]); avgslope += fabs(avgheight - corners[2]); avgslope += fabs(avgheight - corners[3]); avgslope /= 4.0; avgslope /= MAP_BLOCKSIZE; //dstream<<"avgslope="<getSlope(p2d+v2s16(0,0)); pitness += -a.X; pitness += -a.Y; a = m_heightmap->getSlope(p2d+v2s16(0,1)); pitness += -a.X; pitness += a.Y; a = m_heightmap->getSlope(p2d+v2s16(1,1)); pitness += a.X; pitness += a.Y; a = m_heightmap->getSlope(p2d+v2s16(1,0)); pitness += a.X; pitness += -a.Y; pitness /= 4.0; pitness /= MAP_BLOCKSIZE; //dstream<<"pitness="< 0.03) tree_max = a / (t/0.03); else tree_max = a; u32 count = (rand()%(tree_max+1)); //u32 count = tree_max; for(u32 i=0; igetGroundHeight(v2s16(x,z))+1; if(y < WATER_LEVEL) continue; objects->insert(v3s16(x, y, z), SECTOR_OBJECT_TREE_1); } } /* Plant some bushes if sector is pit-like */ { // Pitness usually goes at around -0.5...0.5 u32 bush_max = 0; u32 a = MAP_BLOCKSIZE * 3.0 * m_params.plants_amount; if(pitness > 0) bush_max = (pitness*a*4); if(bush_max > a) bush_max = a; u32 count = (rand()%(bush_max+1)); for(u32 i=0; igetGroundHeight(v2s16(x,z))+1; if(y < WATER_LEVEL) continue; objects->insert(v3s16(x, y, z), SECTOR_OBJECT_BUSH_1); } } /* Add ravine (randomly) */ if(m_params.ravines_amount != 0) { if(rand()%(s32)(20.0 / m_params.ravines_amount) == 0) { s16 s = 6; s16 x = rand()%(MAP_BLOCKSIZE-s*2-1)+s; s16 z = rand()%(MAP_BLOCKSIZE-s*2-1)+s; /*s16 x = 8; s16 z = 8;*/ s16 y = sector->getGroundHeight(v2s16(x,z))+1; objects->insert(v3s16(x, y, z), SECTOR_OBJECT_RAVINE); } } /* Insert to container */ JMutexAutoLock lock(m_sector_mutex); m_sectors.insert(p2d, sector); return sector; } MapBlock * ServerMap::emergeBlock( v3s16 p, bool only_from_disk, core::map &changed_blocks, core::map &lighting_invalidated_blocks ) { DSTACK("%s: p=(%d,%d,%d), only_from_disk=%d", __FUNCTION_NAME, p.X, p.Y, p.Z, only_from_disk); /*dstream<<"ServerMap::emergeBlock(): " <<"("<createBlankBlockNoInsert(block_y); } else { // Remove the block so that nobody can get a half-generated one. sector->removeBlock(block); // Allocate the block to be a proper one. block->unDummify(); } // Randomize a bit. This makes dungeons. /*bool low_block_is_empty = false; if(rand() % 4 == 0) low_block_is_empty = true;*/ const s32 ued = 4; //const s32 ued = 8; bool underground_emptiness[ued*ued*ued]; for(s32 i=0; iprintHeightmaps(); for(s16 z0=0; z0 highest_ground_y) highest_ground_y = surface_y; s32 surface_depth = 0; float slope = sector->getSlope(v2s16(x0,z0)).getLength(); //float min_slope = 0.45; //float max_slope = 0.85; float min_slope = 0.60; float max_slope = 1.20; float min_slope_depth = 5.0; float max_slope_depth = 0; if(slope < min_slope) surface_depth = min_slope_depth; else if(slope > max_slope) surface_depth = max_slope_depth; else surface_depth = (1.-(slope-min_slope)/max_slope) * min_slope_depth; for(s16 y0=0; y0 surface_y) n.setLight(LIGHT_SUN); /* Calculate material */ // If node is very low /*if(real_y <= surface_y - 7) { // Create dungeons if(underground_emptiness[ ued*ued*(z0*ued/MAP_BLOCKSIZE) +ued*(y0*ued/MAP_BLOCKSIZE) +(x0*ued/MAP_BLOCKSIZE)]) { n.d = CONTENT_AIR; } else { n.d = CONTENT_STONE; } } // If node is under surface level else if(real_y <= surface_y - surface_depth) n.d = CONTENT_STONE; */ if(real_y <= surface_y - surface_depth) { // Create dungeons if(underground_emptiness[ ued*ued*(z0*ued/MAP_BLOCKSIZE) +ued*(y0*ued/MAP_BLOCKSIZE) +(x0*ued/MAP_BLOCKSIZE)]) { n.d = CONTENT_AIR; } else { n.d = CONTENT_STONE; } } // If node is at or under heightmap y else if(real_y <= surface_y) { // 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 it's the main material else n.d = material; } // If node is over heightmap y else{ // If under water level, it's water if(real_y < WATER_LEVEL) { n.d = water_material; n.setLight(diminish_light(LIGHT_SUN, WATER_LEVEL-real_y+1)); } // else air else n.d = CONTENT_AIR; } block->setNode(v3s16(x0,y0,z0), n); } } /* Calculate is_underground */ // Probably underground if the highest part of block is under lowest // ground height bool is_underground = (block_y+1) * MAP_BLOCKSIZE <= lowest_ground_y; block->setIsUnderground(is_underground); /* Force lighting update if some part of block is underground This is needed because of caves. */ bool some_part_underground = (block_y+0) * MAP_BLOCKSIZE < highest_ground_y; if(some_part_underground) //if(is_underground) { lighting_invalidated_blocks[block->getPos()] = block; } /* Add some minerals */ //if(is_underground) if(some_part_underground) { s16 underground_level = (lowest_ground_y/MAP_BLOCKSIZE - block_y)+1; for(s16 i=0; igetNode(cp).d)) if(block->getNode(cp).d == CONTENT_STONE) if(rand()%8 == 0) block->setNode(cp, n); for(u16 i=0; i<26; i++) { //if(is_ground_content(block->getNode(cp+g_26dirs[i]).d)) if(block->getNode(cp+g_26dirs[i]).d == CONTENT_STONE) if(rand()%8 == 0) block->setNode(cp+g_26dirs[i], n); } } } } /* Create a few rats in empty blocks underground */ if(is_underground) { //for(u16 i=0; i<2; i++) { v3s16 cp( (rand()%(MAP_BLOCKSIZE-2))+1, (rand()%(MAP_BLOCKSIZE-2))+1, (rand()%(MAP_BLOCKSIZE-2))+1 ); // Check that the place is empty //if(!is_ground_content(block->getNode(cp).d)) if(1) { RatObject *obj = new RatObject(NULL, -1, intToFloat(cp)); block->addObject(obj); } } } /* Add block to sector. */ sector->insertBlock(block); /* Do some interpolation for dungeons */ #if 0 { TimeTaker timer("interpolation", g_device); MapVoxelManipulator vmanip(this); v3s16 relpos = block->getPosRelative(); vmanip.interpolate(VoxelArea(relpos-v3s16(1,1,1), relpos+v3s16(1,1,1)*(MAP_BLOCKSIZE+1))); /*vmanip.interpolate(VoxelArea(relpos, relpos+v3s16(1,1,1)*(MAP_BLOCKSIZE-1)));*/ core::map modified_blocks; vmanip.blitBack(modified_blocks); dstream<<"blitBack modified "<::Iterator i = modified_blocks.getIterator(); i.atEnd() == false; i++) { MapBlock *block = i.getNode()->getValue(); changed_blocks.insert(block->getPos(), block); //lighting_invalidated_blocks.insert(block->getPos(), block); } } #endif /* Sector object stuff */ // An y-wise container of changed blocks core::map changed_blocks_sector; /* Check if any sector's objects can be placed now. If so, place them. */ core::map *objects = sector->getObjects(); core::list objects_to_remove; for(core::map::Iterator i = objects->getIterator(); i.atEnd() == false; i++) { v3s16 p = i.getNode()->getKey(); v2s16 p2d(p.X,p.Z); u8 d = i.getNode()->getValue(); //v3s16 p = p_sector - v3s16(0, block_y*MAP_BLOCKSIZE, 0); try { if(d == SECTOR_OBJECT_TEST) { if(sector->isValidArea(p + v3s16(0,0,0), p + v3s16(0,0,0), &changed_blocks_sector)) { MapNode n; n.d = CONTENT_TORCH; sector->setNode(p, n); objects_to_remove.push_back(p); } } else if(d == SECTOR_OBJECT_TREE_1) { v3s16 p_min = p + v3s16(-1,0,-1); v3s16 p_max = p + v3s16(1,4,1); if(sector->isValidArea(p_min, p_max, &changed_blocks_sector)) { MapNode n; n.d = CONTENT_TREE; sector->setNode(p+v3s16(0,0,0), n); sector->setNode(p+v3s16(0,1,0), n); sector->setNode(p+v3s16(0,2,0), n); sector->setNode(p+v3s16(0,3,0), n); n.d = CONTENT_LEAVES; sector->setNode(p+v3s16(0,4,0), n); sector->setNode(p+v3s16(-1,4,0), n); sector->setNode(p+v3s16(1,4,0), n); sector->setNode(p+v3s16(0,4,-1), n); sector->setNode(p+v3s16(0,4,1), n); sector->setNode(p+v3s16(1,4,1), n); sector->setNode(p+v3s16(-1,4,1), n); sector->setNode(p+v3s16(-1,4,-1), n); sector->setNode(p+v3s16(1,4,-1), n); sector->setNode(p+v3s16(-1,3,0), n); sector->setNode(p+v3s16(1,3,0), n); sector->setNode(p+v3s16(0,3,-1), n); sector->setNode(p+v3s16(0,3,1), n); sector->setNode(p+v3s16(1,3,1), n); sector->setNode(p+v3s16(-1,3,1), n); sector->setNode(p+v3s16(-1,3,-1), n); sector->setNode(p+v3s16(1,3,-1), n); objects_to_remove.push_back(p); // Lighting has to be recalculated for this one. sector->getBlocksInArea(p_min, p_max, lighting_invalidated_blocks); } } else if(d == SECTOR_OBJECT_BUSH_1) { if(sector->isValidArea(p + v3s16(0,0,0), p + v3s16(0,0,0), &changed_blocks_sector)) { MapNode n; n.d = CONTENT_LEAVES; sector->setNode(p+v3s16(0,0,0), n); objects_to_remove.push_back(p); } } else if(d == SECTOR_OBJECT_RAVINE) { s16 maxdepth = -20; v3s16 p_min = p + v3s16(-6,maxdepth,-6); v3s16 p_max = p + v3s16(6,6,6); if(sector->isValidArea(p_min, p_max, &changed_blocks_sector)) { MapNode n; n.d = CONTENT_STONE; MapNode n2; n2.d = CONTENT_AIR; s16 depth = maxdepth + (rand()%10); s16 z = 0; s16 minz = -6 - (-2); s16 maxz = 6 -1; for(s16 x=-6; x<=6; x++) { z += -1 + (rand()%3); if(z < minz) z = minz; if(z > maxz) z = maxz; for(s16 y=depth+(rand()%2); y<=6; y++) { /*std::cout<<"("<getNode(p2).d)) sector->setNode(p2, n); } { v3s16 p2 = p + v3s16(x,y,z-1); if(is_ground_content(sector->getNode(p2).d)) sector->setNode(p2, n2); } { v3s16 p2 = p + v3s16(x,y,z+0); if(is_ground_content(sector->getNode(p2).d)) sector->setNode(p2, n2); } { v3s16 p2 = p + v3s16(x,y,z+1); if(is_ground_content(sector->getNode(p2).d)) sector->setNode(p2, n); } //if(sector->getNode(p+v3s16(x,y,z+1)).solidness()==2) //if(p.Y+y <= sector->getGroundHeight(p2d+v2s16(x,z-2))+0.5) } } objects_to_remove.push_back(p); // Lighting has to be recalculated for this one. sector->getBlocksInArea(p_min, p_max, lighting_invalidated_blocks); } } else { dstream<<"ServerMap::emergeBlock(): " "Invalid heightmap object" <::Iterator i = m_sectors.getIterator(); for(; i.atEnd() == false; i++) { ServerMapSector *sector = (ServerMapSector*)i.getNode()->getValue(); assert(sector->getId() == MAPSECTOR_SERVER); if(ENABLE_SECTOR_SAVING) { if(sector->differs_from_disk || only_changed == false) { saveSectorMeta(sector); sector_meta_count++; } } if(ENABLE_BLOCK_SAVING) { core::list blocks; sector->getBlocks(blocks); core::list::Iterator j; for(j=blocks.begin(); j!=blocks.end(); j++) { MapBlock *block = *j; if(block->getChangedFlag() || only_changed == false) { saveBlock(block); block_count++; } } } } }//sectorlock u32 deleted_count = 0; deleted_count = deleteUnusedSectors (SERVERMAP_DELETE_UNUSED_SECTORS_TIMEOUT); /* Only print if something happened or saved whole map */ if(only_changed == false || sector_meta_count != 0 || block_count != 0 || deleted_count != 0) { dstream< list = fs::GetDirListing(m_savedir+"/sectors/"); dstream<::iterator i; for(i=list.begin(); i!=list.end(); i++) { if(counter > printed_counter + 10) { dstream<dir == false) continue; try{ sector = loadSectorMeta(i->name); } catch(InvalidFilenameException &e) { // This catches unknown crap in directory } if(ENABLE_BLOCK_LOADING) { std::vector list2 = fs::GetDirListing (m_savedir+"/sectors/"+i->name); std::vector::iterator i2; for(i2=list2.begin(); i2!=list2.end(); i2++) { // We want files if(i2->dir) continue; try{ loadBlock(i->name, i2->name, sector); } catch(InvalidFilenameException &e) { // This catches unknown crap in directory } } } } dstream< hmdata = m_heightmap->serialize(version); /* [0] u8 serialization version [1] X master heightmap */ u32 fullsize = 1 + hmdata.getSize(); SharedBuffer data(fullsize); data[0] = version; memcpy(&data[1], *hmdata, hmdata.getSize()); o.write((const char*)*data, fullsize); #endif m_heightmap->serialize(o, version); } void ServerMap::loadMasterHeightmap() { DSTACK(__FUNCTION_NAME); std::string fullpath = m_savedir + "/master_heightmap"; std::ifstream is(fullpath.c_str(), std::ios_base::binary); if(is.good() == false) throw FileNotGoodException("Cannot open master heightmap"); if(m_heightmap != NULL) delete m_heightmap; m_heightmap = UnlimitedHeightmap::deSerialize(is); } void ServerMap::saveSectorMeta(ServerMapSector *sector) { DSTACK(__FUNCTION_NAME); // Format used for writing u8 version = SER_FMT_VER_HIGHEST; // Get destination v2s16 pos = sector->getPos(); createDir(m_savedir); createDir(m_savedir+"/sectors"); std::string dir = getSectorDir(pos); createDir(dir); std::string fullpath = dir + "/heightmap"; std::ofstream o(fullpath.c_str(), std::ios_base::binary); if(o.good() == false) throw FileNotGoodException("Cannot open master heightmap"); sector->serialize(o, version); sector->differs_from_disk = false; } MapSector* ServerMap::loadSectorMeta(std::string dirname) { DSTACK(__FUNCTION_NAME); // Get destination v2s16 p2d = getSectorPos(dirname); std::string dir = m_savedir + "/sectors/" + dirname; std::string fullpath = dir + "/heightmap"; std::ifstream is(fullpath.c_str(), std::ios_base::binary); if(is.good() == false) throw FileNotGoodException("Cannot open sector heightmap"); ServerMapSector *sector = ServerMapSector::deSerialize (is, this, p2d, &m_hwrapper, m_sectors); sector->differs_from_disk = false; return sector; } bool ServerMap::loadSectorFull(v2s16 p2d) { DSTACK(__FUNCTION_NAME); std::string sectorsubdir = getSectorSubDir(p2d); MapSector *sector = NULL; JMutexAutoLock lock(m_sector_mutex); try{ sector = loadSectorMeta(sectorsubdir); } catch(InvalidFilenameException &e) { return false; } catch(FileNotGoodException &e) { return false; } catch(std::exception &e) { return false; } if(ENABLE_BLOCK_LOADING) { std::vector list2 = fs::GetDirListing (m_savedir+"/sectors/"+sectorsubdir); std::vector::iterator i2; for(i2=list2.begin(); i2!=list2.end(); i2++) { // We want files if(i2->dir) continue; try{ loadBlock(sectorsubdir, i2->name, sector); } catch(InvalidFilenameException &e) { // This catches unknown crap in directory } } } return true; } #if 0 bool ServerMap::deFlushSector(v2s16 p2d) { DSTACK(__FUNCTION_NAME); // See if it already exists in memory try{ MapSector *sector = getSectorNoGenerate(p2d); return true; } catch(InvalidPositionException &e) { /* Try to load the sector from disk. */ if(loadSectorFull(p2d) == true) { return true; } } return false; } #endif void ServerMap::saveBlock(MapBlock *block) { DSTACK(__FUNCTION_NAME); /* Dummy blocks are not written */ if(block->isDummy()) { /*v3s16 p = block->getPos(); dstream<<"ServerMap::saveBlock(): WARNING: Not writing dummy block " <<"("<getPos(); v2s16 p2d(p3d.X, p3d.Z); createDir(m_savedir); createDir(m_savedir+"/sectors"); std::string dir = getSectorDir(p2d); createDir(dir); // Block file is map/sectors/xxxxxxxx/xxxx char cc[5]; snprintf(cc, 5, "%.4x", (unsigned int)p3d.Y&0xffff); std::string fullpath = dir + "/" + cc; std::ofstream o(fullpath.c_str(), std::ios_base::binary); if(o.good() == false) throw FileNotGoodException("Cannot open block data"); /* [0] u8 serialization version [1] data */ o.write((char*)&version, 1); block->serialize(o, version); /* Versions up from 9 have block objects. */ if(version >= 9) { block->serializeObjects(o, version); } // We just wrote it to the disk block->resetChangedFlag(); } void ServerMap::loadBlock(std::string sectordir, std::string blockfile, MapSector *sector) { DSTACK(__FUNCTION_NAME); try{ // Block file is map/sectors/xxxxxxxx/xxxx std::string fullpath = m_savedir+"/sectors/"+sectordir+"/"+blockfile; std::ifstream is(fullpath.c_str(), std::ios_base::binary); if(is.good() == false) throw FileNotGoodException("Cannot open block file"); v3s16 p3d = getBlockPos(sectordir, blockfile); v2s16 p2d(p3d.X, p3d.Z); assert(sector->getPos() == p2d); u8 version = SER_FMT_VER_INVALID; is.read((char*)&version, 1); /*u32 block_size = MapBlock::serializedLength(version); SharedBuffer data(block_size); is.read((char*)*data, block_size);*/ // This will always return a sector because we're the server //MapSector *sector = emergeSector(p2d); MapBlock *block = NULL; bool created_new = false; try{ block = sector->getBlockNoCreate(p3d.Y); } catch(InvalidPositionException &e) { block = sector->createBlankBlockNoInsert(p3d.Y); created_new = true; } // deserialize block data block->deSerialize(is, version); /* Versions up from 9 have block objects. */ if(version >= 9) { block->updateObjects(is, version, NULL); } if(created_new) sector->insertBlock(block); /* Convert old formats to new and save */ // Save old format blocks in new format if(version < SER_FMT_VER_HIGHEST) { saveBlock(block); } // We just loaded it from the disk, so it's up-to-date. block->resetChangedFlag(); } catch(SerializationError &e) { dstream<<"WARNING: Invalid block data on disk " "(SerializationError). Ignoring." <getGroundHeight ((p2d+v2s16(0,0))*SECTOR_HEIGHTMAP_SPLIT); corners[1] = m_heightmap->getGroundHeight ((p2d+v2s16(1,0))*SECTOR_HEIGHTMAP_SPLIT); corners[2] = m_heightmap->getGroundHeight ((p2d+v2s16(1,1))*SECTOR_HEIGHTMAP_SPLIT); corners[3] = m_heightmap->getGroundHeight ((p2d+v2s16(0,1))*SECTOR_HEIGHTMAP_SPLIT); } void ServerMap::PrintInfo(std::ostream &out) { out<<"ServerMap: "; } /* ClientMap */ ClientMap::ClientMap( Client *client, scene::ISceneNode* parent, scene::ISceneManager* mgr, s32 id ): Map(dout_client), scene::ISceneNode(parent, mgr, id), m_client(client), mesh(NULL) { mesh_mutex.Init(); /*m_box = core::aabbox3d(0,0,0, map->getW()*BS, map->getH()*BS, map->getD()*BS);*/ /*m_box = core::aabbox3d(0,0,0, map->getSizeNodes().X * BS, map->getSizeNodes().Y * BS, map->getSizeNodes().Z * BS);*/ m_box = core::aabbox3d(-BS*1000000,-BS*1000000,-BS*1000000, BS*1000000,BS*1000000,BS*1000000); //setPosition(v3f(BS,BS,BS)); } ClientMap::~ClientMap() { JMutexAutoLock lock(mesh_mutex); if(mesh != NULL) { mesh->drop(); mesh = NULL; } } MapSector * ClientMap::emergeSector(v2s16 p2d) { DSTACK(__FUNCTION_NAME); // Check that it doesn't exist already try{ return getSectorNoGenerate(p2d); } catch(InvalidPositionException &e) { } // Create a sector with no heightmaps ClientMapSector *sector = new ClientMapSector(this, p2d); { JMutexAutoLock lock(m_sector_mutex); m_sectors.insert(p2d, sector); } return sector; } void ClientMap::deSerializeSector(v2s16 p2d, std::istream &is) { DSTACK(__FUNCTION_NAME); ClientMapSector *sector = NULL; JMutexAutoLock lock(m_sector_mutex); core::map::Node *n = m_sectors.find(p2d); if(n != NULL) { sector = (ClientMapSector*)n->getValue(); assert(sector->getId() == MAPSECTOR_CLIENT); } else { sector = new ClientMapSector(this, p2d); { JMutexAutoLock lock(m_sector_mutex); m_sectors.insert(p2d, sector); } } sector->deSerialize(is); } void ClientMap::OnRegisterSceneNode() { if(IsVisible) { SceneManager->registerNodeForRendering(this, scene::ESNRP_SOLID); SceneManager->registerNodeForRendering(this, scene::ESNRP_TRANSPARENT); } ISceneNode::OnRegisterSceneNode(); } void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass) { //m_dout<::Iterator si; //NOTE: The sectors map should be locked but we're not doing it // because it'd cause too much delays si = m_sectors.getIterator(); for(; si.atEnd() == false; si++) { { static int timecheck_counter = 0; timecheck_counter++; if(timecheck_counter > 50) { int time2 = time(0); if(time2 > time1 + 4) { dstream<<"ClientMap::renderMap(): " "Rendering takes ages, returning." <getValue(); v2s16 sp = sector->getPos(); if(viewing_range_all == false) { if(sp.X < p_blocks_min.X || sp.X > p_blocks_max.X || sp.Y < p_blocks_min.Z || sp.Y > p_blocks_max.Z) continue; } core::list< MapBlock * > sectorblocks; sector->getBlocks(sectorblocks); /* Draw blocks */ core::list< MapBlock * >::Iterator i; for(i=sectorblocks.begin(); i!=sectorblocks.end(); i++) { MapBlock *block = *i; /* Compare block position to camera position, skip if not seen on display */ v3s16 blockpos_nodes = block->getPosRelative(); // Block center position v3f blockpos( ((float)blockpos_nodes.X + MAP_BLOCKSIZE/2) * BS, ((float)blockpos_nodes.Y + MAP_BLOCKSIZE/2) * BS, ((float)blockpos_nodes.Z + MAP_BLOCKSIZE/2) * BS ); // Block position relative to camera v3f blockpos_relative = blockpos - camera_position; // Distance in camera direction (+=front, -=back) f32 dforward = blockpos_relative.dotProduct(camera_direction); // Total distance f32 d = blockpos_relative.getLength(); if(viewing_range_all == false) { // If block is far away, don't draw it if(d > viewing_range_nodes * BS) // This is nicer when fog is used //if((dforward+d)/2 > viewing_range_nodes * BS) continue; } // Maximum radius of a block f32 block_max_radius = 0.5*1.44*1.44*MAP_BLOCKSIZE*BS; // If block is (nearly) touching the camera, don't // bother validating further (that is, render it anyway) if(d > block_max_radius * 1.5) { // Cosine of the angle between the camera direction // and the block direction (camera_direction is an unit vector) f32 cosangle = dforward / d; // Compensate for the size of the block // (as the block has to be shown even if it's a bit off FOV) // This is an estimate. cosangle += block_max_radius / dforward; // If block is not in the field of view, skip it //if(cosangle < cos(FOV_ANGLE/2)) if(cosangle < cos(FOV_ANGLE/2. * 4./3.)) continue; } /* Draw the faces of the block */ { JMutexAutoLock lock(block->mesh_mutex); // Cancel if block has no mesh if(block->mesh == NULL) continue; u32 c = block->mesh->getMeshBufferCount(); for(u32 i=0; imesh->getMeshBuffer(i); const video::SMaterial& material = buf->getMaterial(); video::IMaterialRenderer* rnd = driver->getMaterialRenderer(material.MaterialType); bool transparent = (rnd && rnd->isTransparent()); // Render transparent on transparent pass and likewise. if(transparent == is_transparent_pass) { driver->setMaterial(buf->getMaterial()); driver->drawMeshBuffer(buf); vertex_count += buf->getVertexCount(); } } } } // foreach sectorblocks } /*dstream<<"renderMap(): is_transparent_pass="<::Node *n; n = m_loaded_blocks.find(p); if(n != NULL) continue; bool block_data_inexistent = false; try { TimeTaker timer1("emerge load", g_device, &emerge_load_time); /*dstream<<"Loading block (caller_id="<getBlockNoCreate(p); if(block->isDummy()) block_data_inexistent = true; else block->copyTo(*this); } catch(InvalidPositionException &e) { block_data_inexistent = true; } if(block_data_inexistent) { VoxelArea a(p*MAP_BLOCKSIZE, (p+1)*MAP_BLOCKSIZE-v3s16(1,1,1)); // Fill with VOXELFLAG_INEXISTENT for(s32 z=a.MinEdge.Z; z<=a.MaxEdge.Z; z++) for(s32 y=a.MinEdge.Y; y<=a.MaxEdge.Y; y++) { s32 i = m_area.index(a.MinEdge.X,y,z); memset(&m_flags[i], VOXELFLAG_INEXISTENT, MAP_BLOCKSIZE); } } m_loaded_blocks.insert(p, true); } //dstream<<"emerge done"<getNode(a.MinEdge + p); m_data[i] = n; m_flags[i] = 0; } catch(InvalidPositionException &e) { m_flags[i] = VOXELFLAG_INEXISTENT; } } } #endif /* TODO: Add an option to only update eg. water and air nodes. This will make it interfere less with important stuff if run on background. */ void MapVoxelManipulator::blitBack (core::map & modified_blocks) { if(m_area.getExtent() == v3s16(0,0,0)) return; //TimeTaker timer1("blitBack", g_device); /* Initialize block cache */ v3s16 blockpos_last; MapBlock *block = NULL; bool block_checked_in_modified = false; for(s32 z=m_area.MinEdge.Z; z<=m_area.MaxEdge.Z; z++) for(s32 y=m_area.MinEdge.Y; y<=m_area.MaxEdge.Y; y++) for(s32 x=m_area.MinEdge.X; x<=m_area.MaxEdge.X; x++) { v3s16 p(x,y,z); u8 f = m_flags[m_area.index(p)]; if(f & (VOXELFLAG_NOT_LOADED|VOXELFLAG_INEXISTENT)) continue; MapNode &n = m_data[m_area.index(p)]; v3s16 blockpos = getNodeBlockPos(p); try { // Get block if(block == NULL || blockpos != blockpos_last){ block = m_map->getBlockNoCreate(blockpos); blockpos_last = blockpos; block_checked_in_modified = false; } // Calculate relative position in block v3s16 relpos = p - blockpos * MAP_BLOCKSIZE; // Don't continue if nothing has changed here if(block->getNode(relpos) == n) continue; //m_map->setNode(m_area.MinEdge + p, n); block->setNode(relpos, n); /* Make sure block is in modified_blocks */ if(block_checked_in_modified == false) { modified_blocks[blockpos] = block; block_checked_in_modified = true; } } catch(InvalidPositionException &e) { } } } //END