minetest.register_chatcommand("test_inv", { params = "", description = "Test: Modify player's inventory formspec", func = function(name, param) local player = minetest.get_player_by_name(name) if not player then return false, "No player." end player:set_inventory_formspec( "size[13,7.5]".. "image[6,0.6;1,2;player.png]".. "list[current_player;main;5,3.5;8,4;]".. "list[current_player;craft;8,0;3,3;]".. "list[current_player;craftpreview;12,1;1,1;]".. "list[detached:test_inventory;main;0,0;4,6;0]".. "button[0.5,7;2,1;button1;Button 1]".. "button_exit[2.5,7;2,1;button2;Exit Button]") return true, "Done." end, }) minetest.register_chatcommand("test_bulk_set_node", { params = "", description = "Test: Bulk-set 9×9×9 stone nodes", func = function(name, param) local player = minetest.get_player_by_name(name) if not player then return false, "No player." end local pos_list = {} local ppos = player:get_pos() local i = 1 for x=2,10 do for y=2,10 do for z=2,10 do pos_list[i] = {x=ppos.x + x,y = ppos.y + y,z = ppos.z + z} i = i + 1 end end end minetest.bulk_set_node(pos_list, {name = "mapgen_stone"}) return true, "Done." end, }) minetest.register_chatcommand("bench_bulk_set_node", { params = "", description = "Benchmark: Bulk-set 99×99×99 stone nodes", func = function(name, param) local player = minetest.get_player_by_name(name) if not player then return false, "No player." end local pos_list = {} local ppos = player:get_pos() local i = 1 for x=2,100 do for y=2,100 do for z=2,100 do pos_list[i] = {x=ppos.x + x,y = ppos.y + y,z = ppos.z + z} i = i + 1 end end end minetest.chat_send_player(name, "Benchmarking minetest.bulk_set_node. Warming up ..."); -- warm up with stone to prevent having different callbacks -- due to different node topology minetest.bulk_set_node(pos_list, {name = "mapgen_stone"}) minetest.chat_send_player(name, "Warming up finished, now benchmarking ..."); local start_time = minetest.get_us_time() for i=1,#pos_list do minetest.set_node(pos_list[i], {name = "mapgen_stone"}) end local middle_time = minetest.get_us_time() minetest.bulk_set_node(pos_list, {name = "mapgen_stone"}) local end_time = minetest.get_us_time() local msg = string.format("Benchmark results: minetest.set_node loop: %.2f ms; minetest.bulk_set_node: %.2f ms", ((middle_time - start_time)) / 1000, ((end_time - middle_time)) / 1000 ) return true, msg end, }) local function advance_pos(pos, start_pos, advance_z) if advance_z then pos.z = pos.z + 2 pos.x = start_pos.x else pos.x = pos.x + 2 end if pos.x > 30900 or pos.x - start_pos.x > 46 then pos.x = start_pos.x pos.z = pos.z + 2 end if pos.z > 30900 then -- We ran out of space! Aborting aborted = true return false end return pos end local function place_nodes(param) local nodes = param.nodes local name = param.name local pos = param.pos local start_pos = param.start_pos table.sort(nodes) minetest.chat_send_player(name, "Placing nodes …") local nodes_placed = 0 local aborted = false for n=1, #nodes do local itemstring = nodes[n] local def = minetest.registered_nodes[itemstring] local p2_max = 0 if param.param ~= "no_param2" then -- Also test the param2 values of the nodes -- ... but we only use permissible param2 values if def.paramtype2 == "wallmounted" then p2_max = 5 elseif def.paramtype2 == "facedir" then p2_max = 23 elseif def.paramtype2 == "glasslikeliquidlevel" then p2_max = 63 elseif def.paramtype2 == "meshoptions" and def.drawtype == "plantlike" then p2_max = 63 elseif def.paramtype2 == "leveled" then p2_max = 127 elseif def.paramtype2 == "degrotate" and def.drawtype == "plantlike" then p2_max = 179 elseif def.paramtype2 == "colorfacedir" or def.paramtype2 == "colorwallmounted" or def.paramtype2 == "color" then p2_max = 255 end end for p2 = 0, p2_max do -- Skip undefined param2 values if not ((def.paramtype2 == "meshoptions" and p2 % 8 > 4) or (def.paramtype2 == "colorwallmounted" and p2 % 8 > 5) or (def.paramtype2 == "colorfacedir" and p2 % 32 > 23)) then minetest.set_node(pos, { name = itemstring, param2 = p2 }) nodes_placed = nodes_placed + 1 pos = advance_pos(pos, start_pos) if not pos then aborted = true break end end end if aborted then break end end if aborted then minetest.chat_send_player(name, "Not all nodes could be placed, please move further away from the world boundary. Nodes placed: "..nodes_placed) end minetest.chat_send_player(name, "Nodes placed: "..nodes_placed..".") end local function after_emerge(blockpos, action, calls_remaining, param) if calls_remaining == 0 then place_nodes(param) end end minetest.register_chatcommand("test_place_nodes", { params = "[ no_param2 ]", description = "Test: Place all non-experimental nodes and optionally their permissible param2 variants", func = function(name, param) local player = minetest.get_player_by_name(name) if not player then return false, "No player." end local pos = vector.floor(player:get_pos()) pos.x = math.ceil(pos.x + 3) pos.z = math.ceil(pos.z + 3) pos.y = math.ceil(pos.y + 1) local start_pos = table.copy(pos) if pos.x > 30800 then return false, "Too close to world boundary (+X). Please move to X < 30800." end if pos.z > 30800 then return false, "Too close to world boundary (+Z). Please move to Z < 30800." end local aborted = false local nodes = {} local emerge_estimate = 0 for itemstring, def in pairs(minetest.registered_nodes) do if itemstring ~= "ignore" and string.sub(itemstring, 1, 13) ~= "experimental:" then table.insert(nodes, itemstring) if def.paramtype2 == 0 then emerge_estimate = emerge_estimate + 1 else emerge_estimate = emerge_estimate + 255 end end end -- Emerge area to make sure that all nodes are being placed. -- Note we will emerge much more than we need to (overestimation), -- the estimation code could be improved performance-wise … local length = 16 + math.ceil(emerge_estimate / 24) * 2 minetest.emerge_area(start_pos, { x = start_pos.x + 46, y = start_pos.y, z = start_pos.z + length }, after_emerge, { nodes = nodes, name = name, pos = pos, start_pos = start_pos, param = param }) return true, "Emerging area …" end, })