aboutsummaryrefslogtreecommitdiff
path: root/src/genericobject.cpp
Commit message (Collapse)AuthorAge
* Add sneak and sneak_glitch to set_physics_override()PilzAdam2013-12-03
|
* Allow modifying movement speed, jump height and gravity per-player via the ↵MirceaKitsune2013-04-05
| | | | Lua API.
* Update Copyright YearsSfan52013-02-24
|
* Change Minetest-c55 to MinetestPilzAdam2013-02-24
|
* Fix Taoki's messed up generic object command idsPerttu Ahola2012-11-29
|
* A bunch of fixesMirceaKitsune2012-11-25
| | | | | | | | | | | | No longer hide players who are dead. With models, a death animation should be used instead Some changes requested by celeron55 Rename a lot of things in the code, and use better lua api function names Minor code corrections Bump protocol version up, since the models / animations / attachments code creates new client<->server messages
* Send animations, bone overrides and attachments in entity initialization. ↵MirceaKitsune2012-11-25
| | | | | | | | | | | | | | | | | | | | Clients no longer have to be near an object when an animation or attachment is set to see the changes, and newly connected clients (or a client that simply renders the object for the first time) will get all of those settings. Therefore, the lua script no longer needs to run every X seconds either, just once per entity. Finish fixing the material color code. But it won't work until MineTest has dynamic lighting... another day another feature. Extra checks for the bone positioning / rotation code Many checks and consistency improvements to the client attachment code Make a separate function for checking if a client object is attached. A more in-depth change will be needed here to fix reading of invalid pointers Use a different method of fetching the parent. Fixes the mass segmentation faults when rendering an attachment (some still happen though) Major change to how attachments are handled. Fix the last segmentaton fault, which was due to the parent becoming invalid while being refreshed / removed which would bause the child to remain attached to nothing. Parents remove their children when being deleted themselves and add them back when re-added. Attachments are stored inside a 2D a vector which easily allows both a child to find their parent and a parent to find its children. Remove attachment list entry when an object is being permanently removed. Also avoid duplicate entries in this list when re-attaching the same object The "big code comments" can now go away. Client attachments almost work properly, and I know what else needs to be done
* Complete the attachment framework.MirceaKitsune2012-11-25
| | | | | | | | | | | | The child ID can now be checked against the parent ID in content_cao.cpp so the parent can be detected. Actual attachment code to come Divide attachment system between server attachments and client attachments, neither coded right now. As explained in the code comment: // Attachments need to be handled on both the server and client. // If we attach only on the server, models (which are client-side) // can't be read so we don't know the origin and orientation of bones. // If we attach only on the client, the real position of attachments is // not updated and you can't click them for example.
* Framework for the attachment system, new object property which allows ↵MirceaKitsune2012-11-25
| | | | | | | | | | | | | | changing the color and alpha of mesh materials New object property which allows changing the color and alpha of mesh materials. Due to the current lighting systems it doesn't work yet, but the full implementation is there Framework for the attachment system, with no actual functionality yet Send bone and player object to the setAttachment function in content_sao.cpp, but we need a way to translate it there and send it to the client I will also want position and rotation offsets to be possible to apply to attachments Network object ID from server to client. This will be used to identify the parent client-side and know what to attach to
* Get the new animation framework properly workingMirceaKitsune2012-11-25
| | | | | | Store start and end frames as v2f Also move bone animations to their own function instead of object properties
* Joint positioning and rotation code, and fix a problem related to their lua APIMirceaKitsune2012-11-25
| | | | Attempt to move the animation system to a more correct implementation, rather than using object properties. Incomplete and breaks functionality
* Properly and efficiently use split utility headersPerttu Ahola2012-06-17
|
* Switch the license to be LGPLv2/later, with small parts still remaining as ↵Perttu Ahola2012-06-05
| | | | GPLv2/later, by agreement of major contributors
* Fix dropped nodeitem visualsPerttu Ahola2012-04-04
|
* ObjectPropertiesPerttu Ahola2012-03-30
|
* Use GenericCAO in place of LuaEntityCAO and PlayerCAOPerttu Ahola2012-03-29
a id='n408' href='#n408'>408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624 625 626 627 628 629 630 631 632 633 634 635 636 637 638 639 640 641 642 643 644 645 646 647 648 649 650 651 652 653 654 655 656 657 658 659 660 661 662 663 664 665 666 667 668 669 670 671 672 673 674
/*
Minetest
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.
*/

#include "test.h"

#include "client/sound.h"
#include "nodedef.h"
#include "itemdef.h"
#include "gamedef.h"
#include "modchannels.h"
#include "content/mods.h"
#include "util/numeric.h"
#include "porting.h"

content_t t_CONTENT_STONE;
content_t t_CONTENT_GRASS;
content_t t_CONTENT_TORCH;
content_t t_CONTENT_WATER;
content_t t_CONTENT_LAVA;
content_t t_CONTENT_BRICK;

////////////////////////////////////////////////////////////////////////////////

////
//// TestGameDef
////

class TestGameDef : public IGameDef {
public:
	TestGameDef();
	~TestGameDef();

	IItemDefManager *getItemDefManager() { return m_itemdef; }
	const NodeDefManager *getNodeDefManager() { return m_nodedef; }
	ICraftDefManager *getCraftDefManager() { return m_craftdef; }
	ITextureSource *getTextureSource() { return m_texturesrc; }
	IShaderSource *getShaderSource() { return m_shadersrc; }
	ISoundManager *getSoundManager() { return m_soundmgr; }
	scene::ISceneManager *getSceneManager() { return m_scenemgr; }
	IRollbackManager *getRollbackManager() { return m_rollbackmgr; }
	EmergeManager *getEmergeManager() { return m_emergemgr; }

	scene::IAnimatedMesh *getMesh(const std::string &filename) { return NULL; }
	bool checkLocalPrivilege(const std::string &priv) { return false; }
	u16 allocateUnknownNodeId(const std::string &name) { return 0; }

	void defineSomeNodes();

	virtual const std::vector<ModSpec> &getMods() const
	{
		static std::vector<ModSpec> testmodspec;
		return testmodspec;
	}
	virtual const ModSpec* getModSpec(const std::string &modname) const { return NULL; }
	virtual std::string getModStoragePath() const { return "."; }
	virtual bool registerModStorage(ModMetadata *meta) { return true; }
	virtual void unregisterModStorage(const std::string &name) {}
	bool joinModChannel(const std::string &channel);
	bool leaveModChannel(const std::string &channel);
	bool sendModChannelMessage(const std::string &channel, const std::string &message);
	ModChannel *getModChannel(const std::string &channel)
	{
		return m_modchannel_mgr->getModChannel(channel);
	}

private:
	IItemDefManager *m_itemdef = nullptr;
	const NodeDefManager *m_nodedef = nullptr;
	ICraftDefManager *m_craftdef = nullptr;
	ITextureSource *m_texturesrc = nullptr;
	IShaderSource *m_shadersrc = nullptr;
	ISoundManager *m_soundmgr = nullptr;
	scene::ISceneManager *m_scenemgr = nullptr;
	IRollbackManager *m_rollbackmgr = nullptr;
	EmergeManager *m_emergemgr = nullptr;
	std::unique_ptr<ModChannelMgr> m_modchannel_mgr;
};


TestGameDef::TestGameDef() :
	m_modchannel_mgr(new ModChannelMgr())
{
	m_itemdef = createItemDefManager();
	m_nodedef = createNodeDefManager();

	defineSomeNodes();
}


TestGameDef::~TestGameDef()
{
	delete m_itemdef;
	delete m_nodedef;
}


void TestGameDef::defineSomeNodes()
{
	IWritableItemDefManager *idef = (IWritableItemDefManager *)m_itemdef;
	NodeDefManager *ndef = (NodeDefManager *)m_nodedef;

	ItemDefinition itemdef;
	ContentFeatures f;

	//// Stone
	itemdef = ItemDefinition();
	itemdef.type = ITEM_NODE;
	itemdef.name = "default:stone";
	itemdef.description = "Stone";
	itemdef.groups["cracky"] = 3;
	itemdef.inventory_image = "[inventorycube"
		"{default_stone.png"
		"{default_stone.png"
		"{default_stone.png";
	f = ContentFeatures();
	f.name = itemdef.name;
	for (TileDef &tiledef : f.tiledef)
		tiledef.name = "default_stone.png";
	f.is_ground_content = true;
	idef->registerItem(itemdef);
	t_CONTENT_STONE = ndef->set(f.name, f);

	//// Grass
	itemdef = ItemDefinition();
	itemdef.type = ITEM_NODE;
	itemdef.name = "default:dirt_with_grass";
	itemdef.description = "Dirt with grass";
	itemdef.groups["crumbly"] = 3;
	itemdef.inventory_image = "[inventorycube"
		"{default_grass.png"
		"{default_dirt.png&default_grass_side.png"
		"{default_dirt.png&default_grass_side.png";
	f = ContentFeatures();
	f.name = itemdef.name;
	f.tiledef[0].name = "default_grass.png";
	f.tiledef[1].name = "default_dirt.png";
	for(int i = 2; i < 6; i++)
		f.tiledef[i].name = "default_dirt.png^default_grass_side.png";
	f.is_ground_content = true;
	idef->registerItem(itemdef);
	t_CONTENT_GRASS = ndef->set(f.name, f);

	//// Torch (minimal definition for lighting tests)
	itemdef = ItemDefinition();
	itemdef.type = ITEM_NODE;
	itemdef.name = "default:torch";
	f = ContentFeatures();
	f.name = itemdef.name;
	f.param_type = CPT_LIGHT;
	f.light_propagates = true;
	f.sunlight_propagates = true;
	f.light_source = LIGHT_MAX-1;
	idef->registerItem(itemdef);
	t_CONTENT_TORCH = ndef->set(f.name, f);

	//// Water
	itemdef = ItemDefinition();
	itemdef.type = ITEM_NODE;
	itemdef.name = "default:water";
	itemdef.description = "Water";
	itemdef.inventory_image = "[inventorycube"
		"{default_water.png"
		"{default_water.png"
		"{default_water.png";
	f = ContentFeatures();
	f.name = itemdef.name;
	f.alpha = ALPHAMODE_BLEND;
	f.liquid_type = LIQUID_SOURCE;
	f.liquid_viscosity = 4;
	f.is_ground_content = true;
	f.groups["liquids"] = 3;
	for (TileDef &tiledef : f.tiledef)
		tiledef.name = "default_water.png";
	idef->registerItem(itemdef);
	t_CONTENT_WATER = ndef->set(f.name, f);

	//// Lava
	itemdef = ItemDefinition();
	itemdef.type = ITEM_NODE;
	itemdef.name = "default:lava";
	itemdef.description = "Lava";
	itemdef.inventory_image = "[inventorycube"
		"{default_lava.png"
		"{default_lava.png"
		"{default_lava.png";
	f = ContentFeatures();
	f.name = itemdef.name;
	f.alpha = ALPHAMODE_OPAQUE;
	f.liquid_type = LIQUID_SOURCE;
	f.liquid_viscosity = 7;
	f.light_source = LIGHT_MAX-1;
	f.is_ground_content = true;
	f.groups["liquids"] = 3;
	for (TileDef &tiledef : f.tiledef)
		tiledef.name = "default_lava.png";
	idef->registerItem(itemdef);
	t_CONTENT_LAVA = ndef->set(f.name, f);


	//// Brick
	itemdef = ItemDefinition();
	itemdef.type = ITEM_NODE;
	itemdef.name = "default:brick";
	itemdef.description = "Brick";
	itemdef.groups["cracky"] = 3;
	itemdef.inventory_image = "[inventorycube"
		"{default_brick.png"
		"{default_brick.png"
		"{default_brick.png";
	f = ContentFeatures();
	f.name = itemdef.name;
	for (TileDef &tiledef : f.tiledef)
		tiledef.name = "default_brick.png";
	f.is_ground_content = true;
	idef->registerItem(itemdef);
	t_CONTENT_BRICK = ndef->set(f.name, f);
}

bool TestGameDef::joinModChannel(const std::string &channel)
{
	return m_modchannel_mgr->joinChannel(channel, PEER_ID_SERVER);
}

bool TestGameDef::leaveModChannel(const std::string &channel)
{
	return m_modchannel_mgr->leaveChannel(channel, PEER_ID_SERVER);
}

bool TestGameDef::sendModChannelMessage(const std::string &channel,
	const std::string &message)
{
	if (!m_modchannel_mgr->channelRegistered(channel))
		return false;

	return true;
}

////
//// run_tests
////

bool run_tests()
{
	u64 t1 = porting::getTimeMs();
	TestGameDef gamedef;

	g_logger.setLevelSilenced(LL_ERROR, true);

	u32 num_modules_failed     = 0;
	u32 num_total_tests_failed = 0;
	u32 num_total_tests_run    = 0;
	std::vector<TestBase *> &testmods = TestManager::getTestModules();
	for (size_t i = 0; i != testmods.size(); i++) {
		if (!testmods[i]->testModule(&gamedef))
			num_modules_failed++;

		num_total_tests_failed += testmods[i]->num_tests_failed;
		num_total_tests_run += testmods[i]->num_tests_run;
	}

	u64 tdiff = porting::getTimeMs() - t1;

	g_logger.setLevelSilenced(LL_ERROR, false);

	const char *overall_status = (num_modules_failed == 0) ? "PASSED" : "FAILED";

	rawstream
		<< "++++++++++++++++++++++++++++++++++++++++"
		<< "++++++++++++++++++++++++++++++++++++++++" << std::endl
		<< "Unit Test Results: " << overall_status << std::endl
		<< "    " << num_modules_failed << " / " << testmods.size()
		<< " failed modules (" << num_total_tests_failed << " / "
		<< num_total_tests_run << " failed individual tests)." << std::endl
		<< "    Testing took " << tdiff << "ms total." << std::endl
		<< "++++++++++++++++++++++++++++++++++++++++"
		<< "++++++++++++++++++++++++++++++++++++++++" << std::endl;

	return num_modules_failed;
}

////
//// TestBase
////

bool TestBase::testModule(IGameDef *gamedef)
{
	rawstream << "======== Testing module " << getName() << std::endl;
	u64 t1 = porting::getTimeMs();


	runTests(gamedef);

	u64 tdiff = porting::getTimeMs() - t1;
	rawstream << "======== Module " << getName() << " "
		<< (num_tests_failed ? "failed" : "passed") << " (" << num_tests_failed
		<< " failures / " << num_tests_run << " tests) - " << tdiff
		<< "ms" << std::endl;

	if (!m_test_dir.empty())
		fs::RecursiveDelete(m_test_dir);

	return num_tests_failed == 0;
}

std::string TestBase::getTestTempDirectory()
{
	if (!m_test_dir.empty())
		return m_test_dir;

	char buf[32];
	porting::mt_snprintf(buf, sizeof(buf), "%08X", myrand());

	m_test_dir = fs::TempPath() + DIR_DELIM "mttest_" + buf;
	if (!fs::CreateDir(m_test_dir))
		throw TestFailedException();

	return m_test_dir;
}

std::string TestBase::getTestTempFile()
{
	char buf[32];
	porting::mt_snprintf(buf, sizeof(buf), "%08X", myrand());

	return getTestTempDirectory() + DIR_DELIM + buf + ".tmp";
}


/*
	NOTE: These tests became non-working then NodeContainer was removed.
	      These should be redone, utilizing some kind of a virtual
		  interface for Map (IMap would be fine).
*/
#if 0
struct TestMapBlock: public TestBase
{
	class TC : public NodeContainer
	{
	public:

		MapNode node;
		bool position_valid;
		core::list<v3s16> validity_exceptions;

		TC()
		{
			position_valid = true;
		}

		virtual bool isValidPosition(v3s16 p)
		{
			//return position_valid ^ (p==position_valid_exception);
			bool exception = false;
			for(core::list<v3s16>::Iterator i=validity_exceptions.begin();
					i != validity_exceptions.end(); i++)
			{
				if(p == *i)
				{
					exception = true;
					break;
				}
			}
			return exception ? !position_valid : position_valid;
		}

		virtual MapNode getNode(v3s16 p)
		{
			if(isValidPosition(p) == false)
				throw InvalidPositionException();
			return node;
		}

		virtual void setNode(v3s16 p, MapNode & n)
		{
			if(isValidPosition(p) == false)
				throw InvalidPositionException();
		};

		virtual u16 nodeContainerId() const
		{
			return 666;
		}
	};

	void Run()
	{
		TC parent;

		MapBlock b(&parent, v3s16(1,1,1));
		v3s16 relpos(MAP_BLOCKSIZE, MAP_BLOCKSIZE, MAP_BLOCKSIZE);

		UASSERT(b.getPosRelative() == relpos);

		UASSERT(b.getBox().MinEdge.X == MAP_BLOCKSIZE);
		UASSERT(b.getBox().MaxEdge.X == MAP_BLOCKSIZE*2-1);
		UASSERT(b.getBox().MinEdge.Y == MAP_BLOCKSIZE);
		UASSERT(b.getBox().MaxEdge.Y == MAP_BLOCKSIZE*2-1);
		UASSERT(b.getBox().MinEdge.Z == MAP_BLOCKSIZE);
		UASSERT(b.getBox().MaxEdge.Z == MAP_BLOCKSIZE*2-1);

		UASSERT(b.isValidPosition(v3s16(0,0,0)) == true);
		UASSERT(b.isValidPosition(v3s16(-1,0,0)) == false);
		UASSERT(b.isValidPosition(v3s16(-1,-142,-2341)) == false);
		UASSERT(b.isValidPosition(v3s16(-124,142,2341)) == false);
		UASSERT(b.isValidPosition(v3s16(MAP_BLOCKSIZE-1,MAP_BLOCKSIZE-1,MAP_BLOCKSIZE-1)) == true);
		UASSERT(b.isValidPosition(v3s16(MAP_BLOCKSIZE-1,MAP_BLOCKSIZE,MAP_BLOCKSIZE-1)) == false);

		/*
			TODO: this method should probably be removed
			if the block size isn't going to be set variable
		*/
		/*UASSERT(b.getSizeNodes() == v3s16(MAP_BLOCKSIZE,
				MAP_BLOCKSIZE, MAP_BLOCKSIZE));*/

		// Changed flag should be initially set
		UASSERT(b.getModified() == MOD_STATE_WRITE_NEEDED);
		b.resetModified();
		UASSERT(b.getModified() == MOD_STATE_CLEAN);

		// All nodes should have been set to
		// .d=CONTENT_IGNORE and .getLight() = 0
		for(u16 z=0; z<MAP_BLOCKSIZE; z++)
		for(u16 y=0; y<MAP_BLOCKSIZE; y++)
		for(u16 x=0; x<MAP_BLOCKSIZE; x++)
		{
			//UASSERT(b.getNode(v3s16(x,y,z)).getContent() == CONTENT_AIR);
			UASSERT(b.getNode(v3s16(x,y,z)).getContent() == CONTENT_IGNORE);
			UASSERT(b.getNode(v3s16(x,y,z)).getLight(LIGHTBANK_DAY) == 0);
			UASSERT(b.getNode(v3s16(x,y,z)).getLight(LIGHTBANK_NIGHT) == 0);
		}

		{
			MapNode n(CONTENT_AIR);
			for(u16 z=0; z<MAP_BLOCKSIZE; z++)
			for(u16 y=0; y<MAP_BLOCKSIZE; y++)
			for(u16 x=0; x<MAP_BLOCKSIZE; x++)
			{
				b.setNode(v3s16(x,y,z), n);
			}
		}

		/*
			Parent fetch functions
		*/
		parent.position_valid = false;
		parent.node.setContent(5);

		MapNode n;

		// Positions in the block should still be valid
		UASSERT(b.isValidPositionParent(v3s16(0,0,0)) == true);
		UASSERT(b.isValidPositionParent(v3s16(MAP_BLOCKSIZE-1,MAP_BLOCKSIZE-1,MAP_BLOCKSIZE-1)) == true);
		n = b.getNodeParent(v3s16(0,MAP_BLOCKSIZE-1,0));
		UASSERT(n.getContent() == CONTENT_AIR);

		// ...but outside the block they should be invalid
		UASSERT(b.isValidPositionParent(v3s16(-121,2341,0)) == false);
		UASSERT(b.isValidPositionParent(v3s16(-1,0,0)) == false);
		UASSERT(b.isValidPositionParent(v3s16(MAP_BLOCKSIZE-1,MAP_BLOCKSIZE-1,MAP_BLOCKSIZE)) == false);

		{
			bool exception_thrown = false;
			try{
				// This should throw an exception
				MapNode n = b.getNodeParent(v3s16(0,0,-1));
			}
			catch(InvalidPositionException &e)
			{
				exception_thrown = true;
			}
			UASSERT(exception_thrown);
		}

		parent.position_valid = true;
		// Now the positions outside should be valid
		UASSERT(b.isValidPositionParent(v3s16(-121,2341,0)) == true);
		UASSERT(b.isValidPositionParent(v3s16(-1,0,0)) == true);
		UASSERT(b.isValidPositionParent(v3s16(MAP_BLOCKSIZE-1,MAP_BLOCKSIZE-1,MAP_BLOCKSIZE)) == true);
		n = b.getNodeParent(v3s16(0,0,MAP_BLOCKSIZE));
		UASSERT(n.getContent() == 5);

		/*
			Set a node
		*/
		v3s16 p(1,2,0);
		n.setContent(4);
		b.setNode(p, n);
		UASSERT(b.getNode(p).getContent() == 4);
		//TODO: Update to new system
		/*UASSERT(b.getNodeTile(p) == 4);
		UASSERT(b.getNodeTile(v3s16(-1,-1,0)) == 5);*/

		/*
			propagateSunlight()
		*/
		// Set lighting of all nodes to 0
		for(u16 z=0; z<MAP_BLOCKSIZE; z++){
			for(u16 y=0; y<MAP_BLOCKSIZE; y++){
				for(u16 x=0; x<MAP_BLOCKSIZE; x++){
					MapNode n = b.getNode(v3s16(x,y,z));
					n.setLight(LIGHTBANK_DAY, 0);
					n.setLight(LIGHTBANK_NIGHT, 0);
					b.setNode(v3s16(x,y,z), n);
				}
			}
		}
		{
			/*
				Check how the block handles being a lonely sky block
			*/
			parent.position_valid = true;
			b.setIsUnderground(false);
			parent.node.setContent(CONTENT_AIR);
			parent.node.setLight(LIGHTBANK_DAY, LIGHT_SUN);
			parent.node.setLight(LIGHTBANK_NIGHT, 0);
			core::map<v3s16, bool> light_sources;
			// The bottom block is invalid, because we have a shadowing node
			UASSERT(b.propagateSunlight(light_sources) == false);
			UASSERT(b.getNode(v3s16(1,4,0)).getLight(LIGHTBANK_DAY) == LIGHT_SUN);
			UASSERT(b.getNode(v3s16(1,3,0)).getLight(LIGHTBANK_DAY) == LIGHT_SUN);
			UASSERT(b.getNode(v3s16(1,2,0)).getLight(LIGHTBANK_DAY) == 0);
			UASSERT(b.getNode(v3s16(1,1,0)).getLight(LIGHTBANK_DAY) == 0);
			UASSERT(b.getNode(v3s16(1,0,0)).getLight(LIGHTBANK_DAY) == 0);
			UASSERT(b.getNode(v3s16(1,2,3)).getLight(LIGHTBANK_DAY) == LIGHT_SUN);
			UASSERT(b.getFaceLight2(1000, p, v3s16(0,1,0)) == LIGHT_SUN);
			UASSERT(b.getFaceLight2(1000, p, v3s16(0,-1,0)) == 0);
			UASSERT(b.getFaceLight2(0, p, v3s16(0,-1,0)) == 0);
			// According to MapBlock::getFaceLight,
			// The face on the z+ side should have double-diminished light
			//UASSERT(b.getFaceLight(p, v3s16(0,0,1)) == diminish_light(diminish_light(LIGHT_MAX)));
			// The face on the z+ side should have diminished light
			UASSERT(b.getFaceLight2(1000, p, v3s16(0,0,1)) == diminish_light(LIGHT_MAX));
		}
		/*
			Check how the block handles being in between blocks with some non-sunlight
			while being underground
		*/
		{
			// Make neighbours to exist and set some non-sunlight to them
			parent.position_valid = true;
			b.setIsUnderground(true);
			parent.node.setLight(LIGHTBANK_DAY, LIGHT_MAX/2);
			core::map<v3s16, bool> light_sources;
			// The block below should be valid because there shouldn't be
			// sunlight in there either
			UASSERT(b.propagateSunlight(light_sources, true) == true);
			// Should not touch nodes that are not affected (that is, all of them)
			//UASSERT(b.getNode(v3s16(1,2,3)).getLight() == LIGHT_SUN);
			// Should set light of non-sunlighted blocks to 0.
			UASSERT(b.getNode(v3s16(1,2,3)).getLight(LIGHTBANK_DAY) == 0);
		}
		/*
			Set up a situation where:
			- There is only air in this block
			- There is a valid non-sunlighted block at the bottom, and
			- Invalid blocks elsewhere.
			- the block is not underground.

			This should result in bottom block invalidity
		*/
		{
			b.setIsUnderground(false);
			// Clear block
			for(u16 z=0; z<MAP_BLOCKSIZE; z++){
				for(u16 y=0; y<MAP_BLOCKSIZE; y++){
					for(u16 x=0; x<MAP_BLOCKSIZE; x++){
						MapNode n;
						n.setContent(CONTENT_AIR);
						n.setLight(LIGHTBANK_DAY, 0);
						b.setNode(v3s16(x,y,z), n);
					}
				}
			}
			// Make neighbours invalid
			parent.position_valid = false;
			// Add exceptions to the top of the bottom block
			for(u16 x=0; x<MAP_BLOCKSIZE; x++)
			for(u16 z=0; z<MAP_BLOCKSIZE; z++)
			{
				parent.validity_exceptions.push_back(v3s16(MAP_BLOCKSIZE+x, MAP_BLOCKSIZE-1, MAP_BLOCKSIZE+z));
			}
			// Lighting value for the valid nodes
			parent.node.setLight(LIGHTBANK_DAY, LIGHT_MAX/2);
			core::map<v3s16, bool> light_sources;
			// Bottom block is not valid
			UASSERT(b.propagateSunlight(light_sources) == false);
		}
	}
};

struct TestMapSector: public TestBase
{
	class TC : public NodeContainer
	{
	public:

		MapNode node;
		bool position_valid;

		TC()
		{
			position_valid = true;
		}

		virtual bool isValidPosition(v3s16 p)
		{
			return position_valid;
		}

		virtual MapNode getNode(v3s16 p)
		{
			if(position_valid == false)
				throw InvalidPositionException();
			return node;
		}

		virtual void setNode(v3s16 p, MapNode & n)
		{
			if(position_valid == false)
				throw InvalidPositionException();
		};

		virtual u16 nodeContainerId() const
		{
			return 666;
		}
	};

	void Run()
	{
		TC parent;
		parent.position_valid = false;

		// Create one with no heightmaps
		ServerMapSector sector(&parent, v2s16(1,1));

		UASSERT(sector.getBlockNoCreateNoEx(0) == nullptr);
		UASSERT(sector.getBlockNoCreateNoEx(1) == nullptr);

		MapBlock * bref = sector.createBlankBlock(-2);

		UASSERT(sector.getBlockNoCreateNoEx(0) == nullptr);
		UASSERT(sector.getBlockNoCreateNoEx(-2) == bref);

		//TODO: Check for AlreadyExistsException

		/*bool exception_thrown = false;
		try{
			sector.getBlock(0);
		}
		catch(InvalidPositionException &e){
			exception_thrown = true;
		}
		UASSERT(exception_thrown);*/

	}
};
#endif