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/*
Minetest
Copyright (C) 2010-2013 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.
*/

#pragma once

#include "irrlichttypes_bloated.h"
#include <string>
#include <iostream>
#include <map>
#include "mapnode.h"
#include "nameidmapping.h"
#ifndef SERVER
#include "client/tile.h"
#include <IMeshManipulator.h>
class Client;
#endif
#include "itemgroup.h"
#include "sound.h" // SimpleSoundSpec
#include "constants.h" // BS
#include "texture_override.h" // TextureOverride
#include "tileanimation.h"

// PROTOCOL_VERSION >= 37
static const u8 CONTENTFEATURES_VERSION = 13;

class IItemDefManager;
class ITextureSource;
class IShaderSource;
class IGameDef;
class NodeResolver;

enum ContentParamType
{
	CPT_NONE,
	CPT_LIGHT,
};

enum ContentParamType2
{
	CPT2_NONE,
	// Need 8-bit param2
	CPT2_FULL,
	// Flowing liquid properties
	CPT2_FLOWINGLIQUID,
	// Direction for chests and furnaces and such
	CPT2_FACEDIR,
	// Direction for signs, torches and such
	CPT2_WALLMOUNTED,
	// Block level like FLOWINGLIQUID
	CPT2_LEVELED,
	// 2D rotation for things like plants
	CPT2_DEGROTATE,
	// Mesh options for plants
	CPT2_MESHOPTIONS,
	// Index for palette
	CPT2_COLOR,
	// 3 bits of palette index, then facedir
	CPT2_COLORED_FACEDIR,
	// 5 bits of palette index, then wallmounted
	CPT2_COLORED_WALLMOUNTED,
	// Glasslike framed drawtype internal liquid level, param2 values 0 to 63
	CPT2_GLASSLIKE_LIQUID_LEVEL,
};

enum LiquidType
{
	LIQUID_NONE,
	LIQUID_FLOWING,
	LIQUID_SOURCE,
};

enum NodeBoxType
{
	NODEBOX_REGULAR, // Regular block; allows buildable_to
	NODEBOX_FIXED, // Static separately defined box(es)
	NODEBOX_WALLMOUNTED, // Box for wall mounted nodes; (top, bottom, side)
	NODEBOX_LEVELED, // Same as fixed, but with dynamic height from param2. for snow, ...
	NODEBOX_CONNECTED, // optionally draws nodeboxes if a neighbor node attaches
};

struct NodeBox
{
	enum NodeBoxType type;
	// NODEBOX_REGULAR (no parameters)
	// NODEBOX_FIXED
	std::vector<aabb3f> fixed;
	// NODEBOX_WALLMOUNTED
	aabb3f wall_top;
	aabb3f wall_bottom;
	aabb3f wall_side; // being at the -X side
	// NODEBOX_CONNECTED
	std::vector<aabb3f> connect_top;
	std::vector<aabb3f> connect_bottom;
	std::vector<aabb3f> connect_front;
	std::vector<aabb3f> connect_left;
	std::vector<aabb3f> connect_back;
	std::vector<aabb3f> connect_right;
	std::vector<aabb3f> disconnected_top;
	std::vector<aabb3f> disconnected_bottom;
	std::vector<aabb3f> disconnected_front;
	std::vector<aabb3f> disconnected_left;
	std::vector<aabb3f> disconnected_back;
	std::vector<aabb3f> disconnected_right;
	std::vector<aabb3f> disconnected;
	std::vector<aabb3f> disconnected_sides;

	NodeBox()
	{ reset(); }

	void reset();
	void serialize(std::ostream &os, u16 protocol_version) const;
	void deSerialize(std::istream &is);
};

struct MapNode;
class NodeMetadata;

enum LeavesStyle {
	LEAVES_FANCY,
	LEAVES_SIMPLE,
	LEAVES_OPAQUE,
};

enum AutoScale : u8 {
	AUTOSCALE_DISABLE,
	AUTOSCALE_ENABLE,
	AUTOSCALE_FORCE,
};

enum WorldAlignMode : u8 {
	WORLDALIGN_DISABLE,
	WORLDALIGN_ENABLE,
	WORLDALIGN_FORCE,
	WORLDALIGN_FORCE_NODEBOX,
};

class TextureSettings {
public:
	LeavesStyle leaves_style;
	WorldAlignMode world_aligned_mode;
	AutoScale autoscale_mode;
	int node_texture_size;
	bool opaque_water;
	bool connected_glass;
	bool use_normal_texture;
	bool enable_mesh_cache;
	bool enable_minimap;

	TextureSettings() = default;

	void readSettings();
};

enum NodeDrawType
{
	// A basic solid block
	NDT_NORMAL,
	// Nothing is drawn
	NDT_AIRLIKE,
	// Do not draw face towards same kind of flowing/source liquid
	NDT_LIQUID,
	// A very special kind of thing
	NDT_FLOWINGLIQUID,
	// Glass-like, don't draw faces towards other glass
	NDT_GLASSLIKE,
	// Leaves-like, draw all faces no matter what
	NDT_ALLFACES,
	// Enabled -> ndt_allfaces, disabled -> ndt_normal
	NDT_ALLFACES_OPTIONAL,
	// Single plane perpendicular to a surface
	NDT_TORCHLIKE,
	// Single plane parallel to a surface
	NDT_SIGNLIKE,
	// 2 vertical planes in a 'X' shape diagonal to XZ axes.
	// paramtype2 = "meshoptions" allows various forms, sizes and
	// vertical and horizontal random offsets.
	NDT_PLANTLIKE,
	// Fenceposts that connect to neighbouring fenceposts with horizontal bars
	NDT_FENCELIKE,
	// Selects appropriate junction texture to connect like rails to
	// neighbouring raillikes.
	NDT_RAILLIKE,
	// Custom Lua-definable structure of multiple cuboids
	NDT_NODEBOX,
	// Glass-like, draw connected frames and all visible faces.
	// param2 > 0 defines 64 levels of internal liquid
	// Uses 3 textures, one for frames, second for faces,
	// optional third is a 'special tile' for the liquid.
	NDT_GLASSLIKE_FRAMED,
	// Draw faces slightly rotated and only on neighbouring nodes
	NDT_FIRELIKE,
	// Enabled -> ndt_glasslike_framed, disabled -> ndt_glasslike
	NDT_GLASSLIKE_FRAMED_OPTIONAL,
	// Uses static meshes
	NDT_MESH,
	// Combined plantlike-on-solid
	NDT_PLANTLIKE_ROOTED,
};

// Mesh options for NDT_PLANTLIKE with CPT2_MESHOPTIONS
static const u8 MO_MASK_STYLE          = 0x07;
static const u8 MO_BIT_RANDOM_OFFSET   = 0x08;
static const u8 MO_BIT_SCALE_SQRT2     = 0x10;
static const u8 MO_BIT_RANDOM_OFFSET_Y = 0x20;
enum PlantlikeStyle {
	PLANT_STYLE_CROSS,
	PLANT_STYLE_CROSS2,
	PLANT_STYLE_STAR,
	PLANT_STYLE_HASH,
	PLANT_STYLE_HASH2,
};

enum AlignStyle : u8 {
	ALIGN_STYLE_NODE,
	ALIGN_STYLE_WORLD,
	ALIGN_STYLE_USER_DEFINED,
};

/*
	Stand-alone definition of a TileSpec (basically a server-side TileSpec)
*/

struct TileDef
{
	std::string name = "";
	bool backface_culling = true; // Takes effect only in special cases
	bool tileable_horizontal = true;
	bool tileable_vertical = true;
	//! If true, the tile has its own color.
	bool has_color = false;
	//! The color of the tile.
	video::SColor color = video::SColor(0xFFFFFFFF);
	AlignStyle align_style = ALIGN_STYLE_NODE;
	u8 scale = 0;

	struct TileAnimationParams animation;

	TileDef()
	{
		animation.type = TAT_NONE;
	}

	void serialize(std::ostream &os, u16 protocol_version) const;
	void deSerialize(std::istream &is, u8 contentfeatures_version,
		NodeDrawType drawtype);
};

#define CF_SPECIAL_COUNT 6

struct ContentFeatures
{
	/*
		Cached stuff
	 */
#ifndef SERVER
	// 0     1     2     3     4     5
	// up    down  right left  back  front
	TileSpec tiles[6];
	// Special tiles
	// - Currently used for flowing liquids
	TileSpec special_tiles[CF_SPECIAL_COUNT];
	u8 solidness; // Used when choosing which face is drawn
	u8 visual_solidness; // When solidness=0, this tells how it looks like
	bool backface_culling;
#endif

	// Server-side cached callback existence for fast skipping
	bool has_on_construct;
	bool has_on_destruct;
	bool has_after_destruct;

	/*
		Actual data
	 */

	// --- GENERAL PROPERTIES ---

	std::string name; // "" = undefined node
	ItemGroupList groups; // Same as in itemdef
	// Type of MapNode::param1
	ContentParamType param_type;
	// Type of MapNode::param2
	ContentParamType2 param_type_2;

	// --- VISUAL PROPERTIES ---

	enum NodeDrawType drawtype;
	std::string mesh;
#ifndef SERVER
	scene::IMesh *mesh_ptr[24];
	video::SColor minimap_color;
#endif
	float visual_scale; // Misc. scale parameter
	TileDef tiledef[6];
	// These will be drawn over the base tiles.
	TileDef tiledef_overlay[6];
	TileDef tiledef_special[CF_SPECIAL_COUNT]; // eg. flowing liquid
	// If 255, the node is opaque.
	// Otherwise it uses texture alpha.
	u8 alpha;
	// The color of the node.
	video::SColor color;
	std::string palette_name;
	std::vector<video::SColor> *palette;
	// Used for waving leaves/plants
	u8 waving;
	// for NDT_CONNECTED pairing
	u8 connect_sides;
	std::vector<std::string> connects_to;
	std::vector<content_t> connects_to_ids;
	// Post effect color, drawn when the camera is inside the node.
	video::SColor post_effect_color;
	// Flowing liquid or snow, value = default level
	u8 leveled;

	// --- LIGHTING-RELATED ---

	bool light_propagates;
	bool sunlight_propagates;
	// Amount of light the node emits
	u8 light_source;

	// --- MAP GENERATION ---

	// True for all ground-like things like stone and mud, false for eg. trees
	bool is_ground_content;

	// --- INTERACTION PROPERTIES ---

	// This is used for collision detection.
	// Also for general solidness queries.
	bool walkable;
	// Player can point to these
	bool pointable;
	// Player can dig these
	bool diggable;
	// Player can climb these
	bool climbable;
	// Player can build on these
	bool buildable_to;
	// Player cannot build to these (placement prediction disabled)
	bool rightclickable;
	u32 damage_per_second;
	// client dig prediction
	std::string node_dig_prediction;

	// --- LIQUID PROPERTIES ---

	// Whether the node is non-liquid, source liquid or flowing liquid
	enum LiquidType liquid_type;
	// If the content is liquid, this is the flowing version of the liquid.
	std::string liquid_alternative_flowing;
	// If the content is liquid, this is the source version of the liquid.
	std::string liquid_alternative_source;
	// Viscosity for fluid flow, ranging from 1 to 7, with
	// 1 giving almost instantaneous propagation and 7 being
	// the slowest possible
	u8 liquid_viscosity;
	// Is liquid renewable (new liquid source will be created between 2 existing)
	bool liquid_renewable;
	// Number of flowing liquids surrounding source
	u8 liquid_range;
	u8 drowning;
	// Liquids flow into and replace node
	bool floodable;

	// --- NODEBOXES ---

	NodeBox node_box;
	NodeBox selection_box;
	NodeBox collision_box;

	// --- SOUND PROPERTIES ---

	SimpleSoundSpec sound_footstep;
	SimpleSoundSpec sound_dig;
	SimpleSoundSpec sound_dug;

	// --- LEGACY ---

	// Compatibility with old maps
	// Set to true if paramtype used to be 'facedir_simple'
	bool legacy_facedir_simple;
	// Set to true if wall_mounted used to be set to true
	bool legacy_wallmounted;

	/*
		Methods
	*/

	ContentFeatures();
	~ContentFeatures() = default;
	void reset();
	void serialize(std::ostream &os, u16 protocol_version) const;
	void deSerialize(std::istream &is);
	/*!
	 * Since vertex alpha is no longer supported, this method
	 * adds opacity directly to the texture pixels.
	 *
	 * \param tiles array of the tile definitions.
	 * \param length length of tiles
	 */
	void correctAlpha(TileDef *tiles, int length);

	/*
		Some handy methods
	*/
	bool isLiquid() const{
		return (liquid_type != LIQUID_NONE);
	}
	bool sameLiquid(const ContentFeatures &f) const{
		if(!isLiquid() || !f.isLiquid()) return false;
		return (liquid_alternative_flowing == f.liquid_alternative_flowing);
	}

	int getGroup(const std::string &group) const
	{
		return itemgroup_get(groups, group);
	}

#ifndef SERVER
	void updateTextures(ITextureSource *tsrc, IShaderSource *shdsrc,
		scene::IMeshManipulator *meshmanip, Client *client, const TextureSettings &tsettings);
#endif
};

/*!
 * @brief This class is for getting the actual properties of nodes from their
 * content ID.
 *
 * @details The nodes on the map are represented by three numbers (see MapNode).
 * The first number (param0) is the type of a node. All node types have own
 * properties (see ContentFeatures). This class is for storing and getting the
 * properties of nodes.
 * The manager is first filled with registered nodes, then as the game begins,
 * functions only get `const` pointers to it, to prevent modification of
 * registered nodes.
 */
class NodeDefManager {
public:
	/*!
	 * Creates a NodeDefManager, and registers three ContentFeatures:
	 * \ref CONTENT_AIR, \ref CONTENT_UNKNOWN and \ref CONTENT_IGNORE.
	 */
	NodeDefManager();
	~NodeDefManager();

	/*!
	 * Returns the properties for the given content type.
	 * @param c content type of a node
	 * @return properties of the given content type, or \ref CONTENT_UNKNOWN
	 * if the given content type is not registered.
	 */
	inline const ContentFeatures& get(content_t c) const {
		return
			c < m_content_features.size() ?
				m_content_features[c] : m_content_features[CONTENT_UNKNOWN];
	}

	/*!
	 * Returns the properties of the given node.
	 * @param n a map node
	 * @return properties of the given node or @ref CONTENT_UNKNOWN if the
	 * given content type is not registered.
	 */
	inline const ContentFeatures& get(const MapNode &n) const {
		return get(n.getContent());
	}

	/*!
	 * Returns the node properties for a node name.
	 * @param name name of a node
	 * @return properties of the given node or @ref CONTENT_UNKNOWN if
	 * not found
	 */
	const ContentFeatures& get(const std::string &name) const;

	/*!
	 * Returns the content ID for the given name.
	 * @param name a node name
	 * @param[out] result will contain the content ID if found, otherwise
	 * remains unchanged
	 * @return true if the ID was found, false otherwise
	 */
	bool getId(const std::string &name, content_t &result) const;

	/*!
	 * Returns the content ID for the given name.
	 * @param name a node name
	 * @return ID of the node or @ref CONTENT_IGNORE if not found
	 */
	content_t getId(const std::string &name) const;

	/*!
	 * Returns the content IDs of the given node name or node group name.
	 * Group names start with "group:".
	 * @param name a node name or node group name
	 * @param[out] result will be appended with matching IDs
	 * @return true if `name` is a valid node name or a (not necessarily
	 * valid) group name
	 */
	bool getIds(const std::string &name, std::vector<content_t> &result) const;

	/*!
	 * Returns the smallest box in integer node coordinates that
	 * contains all nodes' selection boxes. The returned box might be larger
	 * than the minimal size if the largest node is removed from the manager.
	 */
	inline core::aabbox3d<s16> getSelectionBoxIntUnion() const {
		return m_selection_box_int_union;
	}

	/*!
	 * Checks whether a node connects to an adjacent node.
	 * @param from the node to be checked
	 * @param to the adjacent node
	 * @param connect_face a bit field indicating which face of the node is
	 * adjacent to the other node.
	 * Bits: +y (least significant), -y, -z, -x, +z, +x (most significant).
	 * @return true if the node connects, false otherwise
	 */
	bool nodeboxConnects(MapNode from, MapNode to,
			u8 connect_face) const;

	/*!
	 * Registers a NodeResolver to wait for the registration of
	 * ContentFeatures. Once the node registration finishes, all
	 * listeners are notified.
	 */
	void pendNodeResolve(NodeResolver *nr) const;

	/*!
	 * Stops listening to the NodeDefManager.
	 * @return true if the listener was registered before, false otherwise
	 */
	bool cancelNodeResolveCallback(NodeResolver *nr) const;

	/*!
	 * Registers a new node type with the given name and allocates a new
	 * content ID.
	 * Should not be called with an already existing name.
	 * @param name name of the node, must match with `def.name`.
	 * @param def definition of the registered node type.
	 * @return ID of the registered node or @ref CONTENT_IGNORE if
	 * the function could not allocate an ID.
	 */
	content_t set(const std::string &name, const ContentFeatures &def);

	/*!
	 * Allocates a blank node ID for the given name.
	 * @param name name of a node
	 * @return allocated ID or @ref CONTENT_IGNORE if could not allocate
	 * an ID.
	 */
	content_t allocateDummy(const std::string &name);

	/*!
	 * Removes the given node name from the manager.
	 * The node ID will remain in the manager, but won't be linked to any name.
	 * @param name name to be removed
	 */
	void removeNode(const std::string &name);

	/*!
	 * Regenerates the alias list (a map from names to node IDs).
	 * @param idef the item definition manager containing alias information
	 */
	void updateAliases(IItemDefManager *idef);

	/*!
	 * Replaces the textures of registered nodes with the ones specified in
	 * the texturepack's override.txt file
	 *
	 * @param overrides the texture overrides
	 */
	void applyTextureOverrides(const std::vector<TextureOverride> &overrides);

	/*!
	 * Only the client uses this. Loads textures and shaders required for
	 * rendering the nodes.
	 * @param gamedef must be a Client.
	 * @param progress_cbk called each time a node is loaded. Arguments:
	 * `progress_cbk_args`, number of loaded ContentFeatures, number of
	 * total ContentFeatures.
	 * @param progress_cbk_args passed to the callback function
	 */
	void updateTextures(IGameDef *gamedef,
		void (*progress_cbk)(void *progress_args, u32 progress, u32 max_progress),
		void *progress_cbk_args);

	/*!
	 * Writes the content of this manager to the given output stream.
	 * @param protocol_version serialization version of ContentFeatures
	 */
	void serialize(std::ostream &os, u16 protocol_version) const;

	/*!
	 * Restores the manager from a serialized stream.
	 * This clears the previous state.
	 * @param is input stream containing a serialized NodeDefManager
	 */
	void deSerialize(std::istream &is);

	/*!
	 * Used to indicate that node registration has finished.
	 * @param completed tells whether registration is complete
	 */
	inline void setNodeRegistrationStatus(bool completed) {
		m_node_registration_complete = completed;
	}

	/*!
	 * Notifies the registered NodeResolver instances that node registration
	 * has finished, then unregisters all listeners.
	 * Must be called after node registration has finished!
	 */
	void runNodeResolveCallbacks();

	/*!
	 * Sets the registration completion flag to false and unregisters all
	 * NodeResolver instances listening to the manager.
	 */
	void resetNodeResolveState();

	/*!
	 * Resolves the IDs to which connecting nodes connect from names.
	 * Must be called after node registration has finished!
	 */
	void mapNodeboxConnections();

private:
	/*!
	 * Resets the manager to its initial state.
	 * See the documentation of the constructor.
	 */
	void clear();

	/*!
	 * Allocates a new content ID, and returns it.
	 * @return the allocated ID or \ref CONTENT_IGNORE if could not allocate
	 */
	content_t allocateId();

	/*!
	 * Binds the given content ID and node name.
	 * Registers them in \ref m_name_id_mapping and
	 * \ref m_name_id_mapping_with_aliases.
	 * @param i a content ID
	 * @param name a node name
	 */
	void addNameIdMapping(content_t i, std::string name);

	/*!
	 * Removes a content ID from all groups.
	 * Erases content IDs from vectors in \ref m_group_to_items and
	 * removes empty vectors.
	 * @param id Content ID
	 */
	void eraseIdFromGroups(content_t id);

	/*!
	 * Recalculates m_selection_box_int_union based on
	 * m_selection_box_union.
	 */
	void fixSelectionBoxIntUnion();

	//! Features indexed by ID.
	std::vector<ContentFeatures> m_content_features;

	//! A mapping for fast conversion between names and IDs
	NameIdMapping m_name_id_mapping;

	/*!
	 * Like @ref m_name_id_mapping, but maps only from names to IDs, and
	 * includes aliases too. Updated by \ref updateAliases().
	 * Note: Not serialized.
	 */
	std::unordered_map<std::string, content_t> m_name_id_mapping_with_aliases;

	/*!
	 * A mapping from group names to a vector of content types that belong
	 * to it. Necessary for a direct lookup in \ref getIds().
	 * Note: Not serialized.
	 */
	std::unordered_map<std::string, std::vector<content_t>> m_group_to_items;

	/*!
	 * The next ID that might be free to allocate.
	 * It can be allocated already, because \ref CONTENT_AIR,
	 * \ref CONTENT_UNKNOWN and \ref CONTENT_IGNORE are registered when the
	 * manager is initialized, and new IDs are allocated from 0.
	 */
	content_t m_next_id;

	//! True if all nodes have been registered.
	bool m_node_registration_complete;

	/*!
	 * The union of all nodes' selection boxes.
	 * Might be larger if big nodes are removed from the manager.
	 */
	aabb3f m_selection_box_union;

	/*!
	 * The smallest box in integer node coordinates that
	 * contains all nodes' selection boxes.
	 * Might be larger if big nodes are removed from the manager.
	 */
	core::aabbox3d<s16> m_selection_box_int_union;

	/*!
	 * NodeResolver instances to notify once node registration has finished.
	 * Even constant NodeDefManager instances can register listeners.
	 */
	mutable std::vector<NodeResolver *> m_pending_resolve_callbacks;
};

NodeDefManager *createNodeDefManager();

class NodeResolver {
public:
	NodeResolver();
	virtual ~NodeResolver();
	virtual void resolveNodeNames() = 0;

	bool getIdFromNrBacklog(content_t *result_out,
		const std::string &node_alt, content_t c_fallback,
		bool error_on_fallback = true);
	bool getIdsFromNrBacklog(std::vector<content_t> *result_out,
		bool all_required = false, content_t c_fallback = CONTENT_IGNORE);

	void nodeResolveInternal();

	u32 m_nodenames_idx = 0;
	u32 m_nnlistsizes_idx = 0;
	std::vector<std::string> m_nodenames;
	std::vector<size_t> m_nnlistsizes;
	const NodeDefManager *m_ndef = nullptr;
	bool m_resolve_done = false;
};
ss="hl kwa">for (auto &sector : m_sectors) { delete sector.second; } } void Map::addEventReceiver(MapEventReceiver *event_receiver) { m_event_receivers.insert(event_receiver); } void Map::removeEventReceiver(MapEventReceiver *event_receiver) { m_event_receivers.erase(event_receiver); } void Map::dispatchEvent(const MapEditEvent &event) { for (MapEventReceiver *event_receiver : m_event_receivers) { event_receiver->onMapEditEvent(event); } } MapSector * Map::getSectorNoGenerateNoLock(v2s16 p) { if(m_sector_cache != NULL && p == m_sector_cache_p){ MapSector * sector = m_sector_cache; return sector; } std::map<v2s16, MapSector*>::iterator n = m_sectors.find(p); if (n == m_sectors.end()) return NULL; MapSector *sector = n->second; // Cache the last result m_sector_cache_p = p; m_sector_cache = sector; return sector; } MapSector * Map::getSectorNoGenerate(v2s16 p) { return getSectorNoGenerateNoLock(p); } MapBlock * Map::getBlockNoCreateNoEx(v3s16 p3d) { v2s16 p2d(p3d.X, p3d.Z); MapSector * sector = getSectorNoGenerate(p2d); if(sector == NULL) return NULL; MapBlock *block = sector->getBlockNoCreateNoEx(p3d.Y); return block; } MapBlock * Map::getBlockNoCreate(v3s16 p3d) { MapBlock *block = getBlockNoCreateNoEx(p3d); if(block == NULL) throw InvalidPositionException(); return block; } bool Map::isNodeUnderground(v3s16 p) { v3s16 blockpos = getNodeBlockPos(p); MapBlock *block = getBlockNoCreateNoEx(blockpos); return block && block->getIsUnderground(); } bool Map::isValidPosition(v3s16 p) { v3s16 blockpos = getNodeBlockPos(p); MapBlock *block = getBlockNoCreateNoEx(blockpos); return (block != NULL); } // Returns a CONTENT_IGNORE node if not found MapNode Map::getNode(v3s16 p, bool *is_valid_position) { v3s16 blockpos = getNodeBlockPos(p); MapBlock *block = getBlockNoCreateNoEx(blockpos); if (block == NULL) { if (is_valid_position != NULL) *is_valid_position = false; return {CONTENT_IGNORE}; } v3s16 relpos = p - blockpos*MAP_BLOCKSIZE; bool is_valid_p; MapNode node = block->getNodeNoCheck(relpos, &is_valid_p); if (is_valid_position != NULL) *is_valid_position = is_valid_p; return node; } // throws InvalidPositionException if not found void Map::setNode(v3s16 p, MapNode & n) { v3s16 blockpos = getNodeBlockPos(p); MapBlock *block = getBlockNoCreate(blockpos); v3s16 relpos = p - blockpos*MAP_BLOCKSIZE; // Never allow placing CONTENT_IGNORE, it causes problems if(n.getContent() == CONTENT_IGNORE){ bool temp_bool; errorstream<<"Map::setNode(): Not allowing to place CONTENT_IGNORE" <<" while trying to replace \"" <<m_nodedef->get(block->getNodeNoCheck(relpos, &temp_bool)).name <<"\" at "<<PP(p)<<" (block "<<PP(blockpos)<<")"<<std::endl; return; } block->setNodeNoCheck(relpos, n); } void Map::addNodeAndUpdate(v3s16 p, MapNode n, std::map<v3s16, MapBlock*> &modified_blocks, bool remove_metadata) { // Collect old node for rollback RollbackNode rollback_oldnode(this, p, m_gamedef); // This is needed for updating the lighting MapNode oldnode = getNode(p); // Remove node metadata if (remove_metadata) { removeNodeMetadata(p); } // Set the node on the map // Ignore light (because calling voxalgo::update_lighting_nodes) n.setLight(LIGHTBANK_DAY, 0, m_nodedef); n.setLight(LIGHTBANK_NIGHT, 0, m_nodedef); setNode(p, n); // Update lighting std::vector<std::pair<v3s16, MapNode> > oldnodes; oldnodes.emplace_back(p, oldnode); voxalgo::update_lighting_nodes(this, oldnodes, modified_blocks); for (auto &modified_block : modified_blocks) { modified_block.second->expireDayNightDiff(); } // Report for rollback if(m_gamedef->rollback()) { RollbackNode rollback_newnode(this, p, m_gamedef); RollbackAction action; action.setSetNode(p, rollback_oldnode, rollback_newnode); m_gamedef->rollback()->reportAction(action); } /* Add neighboring liquid nodes and this node to transform queue. (it's vital for the node itself to get updated last, if it was removed.) */ for (const v3s16 &dir : g_7dirs) { v3s16 p2 = p + dir; bool is_valid_position; MapNode n2 = getNode(p2, &is_valid_position); if(is_valid_position && (m_nodedef->get(n2).isLiquid() || n2.getContent() == CONTENT_AIR)) m_transforming_liquid.push_back(p2); } } void Map::removeNodeAndUpdate(v3s16 p, std::map<v3s16, MapBlock*> &modified_blocks) { addNodeAndUpdate(p, MapNode(CONTENT_AIR), modified_blocks, true); } bool Map::addNodeWithEvent(v3s16 p, MapNode n, bool remove_metadata) { MapEditEvent event; event.type = remove_metadata ? MEET_ADDNODE : MEET_SWAPNODE; event.p = p; event.n = n; bool succeeded = true; try{ std::map<v3s16, MapBlock*> modified_blocks; addNodeAndUpdate(p, n, modified_blocks, remove_metadata); // Copy modified_blocks to event for (auto &modified_block : modified_blocks) { event.modified_blocks.insert(modified_block.first); } } catch(InvalidPositionException &e){ succeeded = false; } dispatchEvent(event); return succeeded; } bool Map::removeNodeWithEvent(v3s16 p) { MapEditEvent event; event.type = MEET_REMOVENODE; event.p = p; bool succeeded = true; try{ std::map<v3s16, MapBlock*> modified_blocks; removeNodeAndUpdate(p, modified_blocks); // Copy modified_blocks to event for (auto &modified_block : modified_blocks) { event.modified_blocks.insert(modified_block.first); } } catch(InvalidPositionException &e){ succeeded = false; } dispatchEvent(event); return succeeded; } struct TimeOrderedMapBlock { MapSector *sect; MapBlock *block; TimeOrderedMapBlock(MapSector *sect, MapBlock *block) : sect(sect), block(block) {} bool operator<(const TimeOrderedMapBlock &b) const { return block->getUsageTimer() < b.block->getUsageTimer(); }; }; /* Updates usage timers */ void Map::timerUpdate(float dtime, float unload_timeout, u32 max_loaded_blocks, std::vector<v3s16> *unloaded_blocks) { bool save_before_unloading = (mapType() == MAPTYPE_SERVER); // Profile modified reasons Profiler modprofiler; std::vector<v2s16> sector_deletion_queue; u32 deleted_blocks_count = 0; u32 saved_blocks_count = 0; u32 block_count_all = 0; beginSave(); // If there is no practical limit, we spare creation of mapblock_queue if (max_loaded_blocks == U32_MAX) { for (auto &sector_it : m_sectors) { MapSector *sector = sector_it.second; bool all_blocks_deleted = true; MapBlockVect blocks; sector->getBlocks(blocks); for (MapBlock *block : blocks) { block->incrementUsageTimer(dtime); if (block->refGet() == 0 && block->getUsageTimer() > unload_timeout) { v3s16 p = block->getPos(); // Save if modified if (block->getModified() != MOD_STATE_CLEAN && save_before_unloading) { modprofiler.add(block->getModifiedReasonString(), 1); if (!saveBlock(block)) continue; saved_blocks_count++; } // Delete from memory sector->deleteBlock(block); if (unloaded_blocks) unloaded_blocks->push_back(p); deleted_blocks_count++; } else { all_blocks_deleted = false; block_count_all++; } } if (all_blocks_deleted) { sector_deletion_queue.push_back(sector_it.first); } } } else { std::priority_queue<TimeOrderedMapBlock> mapblock_queue; for (auto &sector_it : m_sectors) { MapSector *sector = sector_it.second; MapBlockVect blocks; sector->getBlocks(blocks); for (MapBlock *block : blocks) { block->incrementUsageTimer(dtime); mapblock_queue.push(TimeOrderedMapBlock(sector, block)); } } block_count_all = mapblock_queue.size(); // Delete old blocks, and blocks over the limit from the memory while (!mapblock_queue.empty() && (mapblock_queue.size() > max_loaded_blocks || mapblock_queue.top().block->getUsageTimer() > unload_timeout)) { TimeOrderedMapBlock b = mapblock_queue.top(); mapblock_queue.pop(); MapBlock *block = b.block; if (block->refGet() != 0) continue; v3s16 p = block->getPos(); // Save if modified if (block->getModified() != MOD_STATE_CLEAN && save_before_unloading) { modprofiler.add(block->getModifiedReasonString(), 1); if (!saveBlock(block)) continue; saved_blocks_count++; } // Delete from memory b.sect->deleteBlock(block); if (unloaded_blocks) unloaded_blocks->push_back(p); deleted_blocks_count++; block_count_all--; } // Delete empty sectors for (auto &sector_it : m_sectors) { if (sector_it.second->empty()) { sector_deletion_queue.push_back(sector_it.first); } } } endSave(); // Finally delete the empty sectors deleteSectors(sector_deletion_queue); if(deleted_blocks_count != 0) { PrintInfo(infostream); // ServerMap/ClientMap: infostream<<"Unloaded "<<deleted_blocks_count <<" blocks from memory"; if(save_before_unloading) infostream<<", of which "<<saved_blocks_count<<" were written"; infostream<<", "<<block_count_all<<" blocks in memory"; infostream<<"."<<std::endl; if(saved_blocks_count != 0){ PrintInfo(infostream); // ServerMap/ClientMap: infostream<<"Blocks modified by: "<<std::endl; modprofiler.print(infostream); } } } void Map::unloadUnreferencedBlocks(std::vector<v3s16> *unloaded_blocks) { timerUpdate(0.0, -1.0, 0, unloaded_blocks); } void Map::deleteSectors(std::vector<v2s16> &sectorList) { for (v2s16 j : sectorList) { MapSector *sector = m_sectors[j]; // 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.erase(j); delete sector; } } void Map::PrintInfo(std::ostream &out) { out<<"Map: "; } #define WATER_DROP_BOOST 4 enum NeighborType : u8 { NEIGHBOR_UPPER, NEIGHBOR_SAME_LEVEL, NEIGHBOR_LOWER }; struct NodeNeighbor { MapNode n; NeighborType t; v3s16 p; NodeNeighbor() : n(CONTENT_AIR), t(NEIGHBOR_SAME_LEVEL) { } NodeNeighbor(const MapNode &node, NeighborType n_type, const v3s16 &pos) : n(node), t(n_type), p(pos) { } }; void Map::transforming_liquid_add(v3s16 p) { m_transforming_liquid.push_back(p); } void Map::transformLiquids(std::map<v3s16, MapBlock*> &modified_blocks, ServerEnvironment *env) { u32 loopcount = 0; u32 initial_size = m_transforming_liquid.size(); /*if(initial_size != 0) infostream<<"transformLiquids(): initial_size="<<initial_size<<std::endl;*/ // list of nodes that due to viscosity have not reached their max level height std::deque<v3s16> must_reflow; std::vector<std::pair<v3s16, MapNode> > changed_nodes; u32 liquid_loop_max = g_settings->getS32("liquid_loop_max"); u32 loop_max = liquid_loop_max; #if 0 /* If liquid_loop_max is not keeping up with the queue size increase * loop_max up to a maximum of liquid_loop_max * dedicated_server_step. */ if (m_transforming_liquid.size() > loop_max * 2) { // "Burst" mode float server_step = g_settings->getFloat("dedicated_server_step"); if (m_transforming_liquid_loop_count_multiplier - 1.0 < server_step) m_transforming_liquid_loop_count_multiplier *= 1.0 + server_step / 10; } else { m_transforming_liquid_loop_count_multiplier = 1.0; } loop_max *= m_transforming_liquid_loop_count_multiplier; #endif while (m_transforming_liquid.size() != 0) { // This should be done here so that it is done when continue is used if (loopcount >= initial_size || loopcount >= loop_max) break; loopcount++; /* Get a queued transforming liquid node */ v3s16 p0 = m_transforming_liquid.front(); m_transforming_liquid.pop_front(); MapNode n0 = getNode(p0); /* Collect information about current node */ s8 liquid_level = -1; // The liquid node which will be placed there if // the liquid flows into this node. content_t liquid_kind = CONTENT_IGNORE; // The node which will be placed there if liquid // can't flow into this node. content_t floodable_node = CONTENT_AIR; const ContentFeatures &cf = m_nodedef->get(n0); LiquidType liquid_type = cf.liquid_type; switch (liquid_type) { case LIQUID_SOURCE: liquid_level = LIQUID_LEVEL_SOURCE; liquid_kind = m_nodedef->getId(cf.liquid_alternative_flowing); break; case LIQUID_FLOWING: liquid_level = (n0.param2 & LIQUID_LEVEL_MASK); liquid_kind = n0.getContent(); break; case LIQUID_NONE: // if this node is 'floodable', it *could* be transformed // into a liquid, otherwise, continue with the next node. if (!cf.floodable) continue; floodable_node = n0.getContent(); liquid_kind = CONTENT_AIR; break; } /* Collect information about the environment */ const v3s16 *dirs = g_6dirs; NodeNeighbor sources[6]; // surrounding sources int num_sources = 0; NodeNeighbor flows[6]; // surrounding flowing liquid nodes int num_flows = 0; NodeNeighbor airs[6]; // surrounding air int num_airs = 0; NodeNeighbor neutrals[6]; // nodes that are solid or another kind of liquid int num_neutrals = 0; bool flowing_down = false; bool ignored_sources = false; for (u16 i = 0; i < 6; i++) { NeighborType nt = NEIGHBOR_SAME_LEVEL; switch (i) { case 1: nt = NEIGHBOR_UPPER; break; case 4: nt = NEIGHBOR_LOWER; break; default: break; } v3s16 npos = p0 + dirs[i]; NodeNeighbor nb(getNode(npos), nt, npos); const ContentFeatures &cfnb = m_nodedef->get(nb.n); switch (m_nodedef->get(nb.n.getContent()).liquid_type) { case LIQUID_NONE: if (cfnb.floodable) { airs[num_airs++] = nb; // if the current node is a water source the neighbor // should be enqueded for transformation regardless of whether the // current node changes or not. if (nb.t != NEIGHBOR_UPPER && liquid_type != LIQUID_NONE) m_transforming_liquid.push_back(npos); // if the current node happens to be a flowing node, it will start to flow down here. if (nb.t == NEIGHBOR_LOWER) flowing_down = true; } else { neutrals[num_neutrals++] = nb; if (nb.n.getContent() == CONTENT_IGNORE) { // If node below is ignore prevent water from // spreading outwards and otherwise prevent from // flowing away as ignore node might be the source if (nb.t == NEIGHBOR_LOWER) flowing_down = true; else ignored_sources = true; } } break; case LIQUID_SOURCE: // if this node is not (yet) of a liquid type, choose the first liquid type we encounter if (liquid_kind == CONTENT_AIR) liquid_kind = m_nodedef->getId(cfnb.liquid_alternative_flowing); if (m_nodedef->getId(cfnb.liquid_alternative_flowing) != liquid_kind) { neutrals[num_neutrals++] = nb; } else { // Do not count bottom source, it will screw things up if(dirs[i].Y != -1) sources[num_sources++] = nb; } break; case LIQUID_FLOWING: // if this node is not (yet) of a liquid type, choose the first liquid type we encounter if (liquid_kind == CONTENT_AIR) liquid_kind = m_nodedef->getId(cfnb.liquid_alternative_flowing); if (m_nodedef->getId(cfnb.liquid_alternative_flowing) != liquid_kind) { neutrals[num_neutrals++] = nb; } else { flows[num_flows++] = nb; if (nb.t == NEIGHBOR_LOWER) flowing_down = true; } break; } } /* decide on the type (and possibly level) of the current node */ content_t new_node_content; s8 new_node_level = -1; s8 max_node_level = -1; u8 range = m_nodedef->get(liquid_kind).liquid_range; if (range > LIQUID_LEVEL_MAX + 1) range = LIQUID_LEVEL_MAX + 1; if ((num_sources >= 2 && m_nodedef->get(liquid_kind).liquid_renewable) || liquid_type == LIQUID_SOURCE) { // liquid_kind will be set to either the flowing alternative of the node (if it's a liquid) // or the flowing alternative of the first of the surrounding sources (if it's air), so // it's perfectly safe to use liquid_kind here to determine the new node content. new_node_content = m_nodedef->getId(m_nodedef->get(liquid_kind).liquid_alternative_source); } else if (num_sources >= 1 && sources[0].t != NEIGHBOR_LOWER) { // liquid_kind is set properly, see above max_node_level = new_node_level = LIQUID_LEVEL_MAX; if (new_node_level >= (LIQUID_LEVEL_MAX + 1 - range)) new_node_content = liquid_kind; else new_node_content = floodable_node; } else if (ignored_sources && liquid_level >= 0) { // Maybe there are neighbouring sources that aren't loaded yet // so prevent flowing away. new_node_level = liquid_level; new_node_content = liquid_kind; } else { // no surrounding sources, so get the maximum level that can flow into this node for (u16 i = 0; i < num_flows; i++) { u8 nb_liquid_level = (flows[i].n.param2 & LIQUID_LEVEL_MASK); switch (flows[i].t) { case NEIGHBOR_UPPER: if (nb_liquid_level + WATER_DROP_BOOST > max_node_level) { max_node_level = LIQUID_LEVEL_MAX; if (nb_liquid_level + WATER_DROP_BOOST < LIQUID_LEVEL_MAX) max_node_level = nb_liquid_level + WATER_DROP_BOOST; } else if (nb_liquid_level > max_node_level) { max_node_level = nb_liquid_level; } break; case NEIGHBOR_LOWER: break; case NEIGHBOR_SAME_LEVEL: if ((flows[i].n.param2 & LIQUID_FLOW_DOWN_MASK) != LIQUID_FLOW_DOWN_MASK && nb_liquid_level > 0 && nb_liquid_level - 1 > max_node_level) max_node_level = nb_liquid_level - 1; break; } } u8 viscosity = m_nodedef->get(liquid_kind).liquid_viscosity; if (viscosity > 1 && max_node_level != liquid_level) { // amount to gain, limited by viscosity // must be at least 1 in absolute value s8 level_inc = max_node_level - liquid_level; if (level_inc < -viscosity || level_inc > viscosity) new_node_level = liquid_level + level_inc/viscosity; else if (level_inc < 0) new_node_level = liquid_level - 1; else if (level_inc > 0) new_node_level = liquid_level + 1; if (new_node_level != max_node_level) must_reflow.push_back(p0); } else { new_node_level = max_node_level; } if (max_node_level >= (LIQUID_LEVEL_MAX + 1 - range)) new_node_content = liquid_kind; else new_node_content = floodable_node; } /* check if anything has changed. if not, just continue with the next node. */ if (new_node_content == n0.getContent() && (m_nodedef->get(n0.getContent()).liquid_type != LIQUID_FLOWING || ((n0.param2 & LIQUID_LEVEL_MASK) == (u8)new_node_level && ((n0.param2 & LIQUID_FLOW_DOWN_MASK) == LIQUID_FLOW_DOWN_MASK) == flowing_down))) continue; /* update the current node */ MapNode n00 = n0; //bool flow_down_enabled = (flowing_down && ((n0.param2 & LIQUID_FLOW_DOWN_MASK) != LIQUID_FLOW_DOWN_MASK)); if (m_nodedef->get(new_node_content).liquid_type == LIQUID_FLOWING) { // set level to last 3 bits, flowing down bit to 4th bit n0.param2 = (flowing_down ? LIQUID_FLOW_DOWN_MASK : 0x00) | (new_node_level & LIQUID_LEVEL_MASK); } else { // set the liquid level and flow bits to 0 n0.param2 &= ~(LIQUID_LEVEL_MASK | LIQUID_FLOW_DOWN_MASK); } // change the node. n0.setContent(new_node_content); // on_flood() the node if (floodable_node != CONTENT_AIR) { if (env->getScriptIface()->node_on_flood(p0, n00, n0)) continue; } // Ignore light (because calling voxalgo::update_lighting_nodes) n0.setLight(LIGHTBANK_DAY, 0, m_nodedef); n0.setLight(LIGHTBANK_NIGHT, 0, m_nodedef); // Find out whether there is a suspect for this action std::string suspect; if (m_gamedef->rollback()) suspect = m_gamedef->rollback()->getSuspect(p0, 83, 1); if (m_gamedef->rollback() && !suspect.empty()) { // Blame suspect RollbackScopeActor rollback_scope(m_gamedef->rollback(), suspect, true); // Get old node for rollback RollbackNode rollback_oldnode(this, p0, m_gamedef); // Set node setNode(p0, n0); // Report RollbackNode rollback_newnode(this, p0, m_gamedef); RollbackAction action; action.setSetNode(p0, rollback_oldnode, rollback_newnode); m_gamedef->rollback()->reportAction(action); } else { // Set node setNode(p0, n0); } v3s16 blockpos = getNodeBlockPos(p0); MapBlock *block = getBlockNoCreateNoEx(blockpos); if (block != NULL) { modified_blocks[blockpos] = block; changed_nodes.emplace_back(p0, n00); } /* enqueue neighbors for update if neccessary */ switch (m_nodedef->get(n0.getContent()).liquid_type) { case LIQUID_SOURCE: case LIQUID_FLOWING: // make sure source flows into all neighboring nodes for (u16 i = 0; i < num_flows; i++) if (flows[i].t != NEIGHBOR_UPPER) m_transforming_liquid.push_back(flows[i].p); for (u16 i = 0; i < num_airs; i++) if (airs[i].t != NEIGHBOR_UPPER) m_transforming_liquid.push_back(airs[i].p); break; case LIQUID_NONE: // this flow has turned to air; neighboring flows might need to do the same for (u16 i = 0; i < num_flows; i++) m_transforming_liquid.push_back(flows[i].p); break; } } //infostream<<"Map::transformLiquids(): loopcount="<<loopcount<<std::endl; for (auto &iter : must_reflow) m_transforming_liquid.push_back(iter); voxalgo::update_lighting_nodes(this, changed_nodes, modified_blocks); /* ---------------------------------------------------------------------- * Manage the queue so that it does not grow indefinately */ u16 time_until_purge = g_settings->getU16("liquid_queue_purge_time"); if (time_until_purge == 0) return; // Feature disabled time_until_purge *= 1000; // seconds -> milliseconds u64 curr_time = porting::getTimeMs(); u32 prev_unprocessed = m_unprocessed_count; m_unprocessed_count = m_transforming_liquid.size(); // if unprocessed block count is decreasing or stable if (m_unprocessed_count <= prev_unprocessed) { m_queue_size_timer_started = false; } else { if (!m_queue_size_timer_started) m_inc_trending_up_start_time = curr_time; m_queue_size_timer_started = true; } // Account for curr_time overflowing if (m_queue_size_timer_started && m_inc_trending_up_start_time > curr_time) m_queue_size_timer_started = false; /* If the queue has been growing for more than liquid_queue_purge_time seconds * and the number of unprocessed blocks is still > liquid_loop_max then we * cannot keep up; dump the oldest blocks from the queue so that the queue * has liquid_loop_max items in it */ if (m_queue_size_timer_started && curr_time - m_inc_trending_up_start_time > time_until_purge && m_unprocessed_count > liquid_loop_max) { size_t dump_qty = m_unprocessed_count - liquid_loop_max; infostream << "transformLiquids(): DUMPING " << dump_qty << " blocks from the queue" << std::endl; while (dump_qty--) m_transforming_liquid.pop_front(); m_queue_size_timer_started = false; // optimistically assume we can keep up now m_unprocessed_count = m_transforming_liquid.size(); } } std::vector<v3s16> Map::findNodesWithMetadata(v3s16 p1, v3s16 p2) { std::vector<v3s16> positions_with_meta; sortBoxVerticies(p1, p2); v3s16 bpmin = getNodeBlockPos(p1); v3s16 bpmax = getNodeBlockPos(p2); VoxelArea area(p1, p2); for (s16 z = bpmin.Z; z <= bpmax.Z; z++) for (s16 y = bpmin.Y; y <= bpmax.Y; y++) for (s16 x = bpmin.X; x <= bpmax.X; x++) { v3s16 blockpos(x, y, z); MapBlock *block = getBlockNoCreateNoEx(blockpos); if (!block) { verbosestream << "Map::getNodeMetadata(): Need to emerge " << PP(blockpos) << std::endl; block = emergeBlock(blockpos, false); } if (!block) { infostream << "WARNING: Map::getNodeMetadata(): Block not found" << std::endl; continue; } v3s16 p_base = blockpos * MAP_BLOCKSIZE; std::vector<v3s16> keys = block->m_node_metadata.getAllKeys(); for (size_t i = 0; i != keys.size(); i++) { v3s16 p(keys[i] + p_base); if (!area.contains(p)) continue; positions_with_meta.push_back(p); } } return positions_with_meta; } NodeMetadata *Map::getNodeMetadata(v3s16 p) { v3s16 blockpos = getNodeBlockPos(p); v3s16 p_rel = p - blockpos*MAP_BLOCKSIZE; MapBlock *block = getBlockNoCreateNoEx(blockpos); if(!block){ infostream<<"Map::getNodeMetadata(): Need to emerge " <<PP(blockpos)<<std::endl; block = emergeBlock(blockpos, false); } if(!block){ warningstream<<"Map::getNodeMetadata(): Block not found" <<std::endl; return NULL; } NodeMetadata *meta = block->m_node_metadata.get(p_rel); return meta; } bool Map::setNodeMetadata(v3s16 p, NodeMetadata *meta) { v3s16 blockpos = getNodeBlockPos(p); v3s16 p_rel = p - blockpos*MAP_BLOCKSIZE; MapBlock *block = getBlockNoCreateNoEx(blockpos); if(!block){ infostream<<"Map::setNodeMetadata(): Need to emerge " <<PP(blockpos)<<std::endl; block = emergeBlock(blockpos, false); } if(!block){ warningstream<<"Map::setNodeMetadata(): Block not found" <<std::endl; return false; } block->m_node_metadata.set(p_rel, meta); return true; } void Map::removeNodeMetadata(v3s16 p) { v3s16 blockpos = getNodeBlockPos(p); v3s16 p_rel = p - blockpos*MAP_BLOCKSIZE; MapBlock *block = getBlockNoCreateNoEx(blockpos); if(block == NULL) { warningstream<<"Map::removeNodeMetadata(): Block not found" <<std::endl; return; } block->m_node_metadata.remove(p_rel); } NodeTimer Map::getNodeTimer(v3s16 p) { v3s16 blockpos = getNodeBlockPos(p); v3s16 p_rel = p - blockpos*MAP_BLOCKSIZE; MapBlock *block = getBlockNoCreateNoEx(blockpos); if(!block){ infostream<<"Map::getNodeTimer(): Need to emerge " <<PP(blockpos)<<std::endl; block = emergeBlock(blockpos, false); } if(!block){ warningstream<<"Map::getNodeTimer(): Block not found" <<std::endl; return NodeTimer(); } NodeTimer t = block->m_node_timers.get(p_rel); NodeTimer nt(t.timeout, t.elapsed, p); return nt; } void Map::setNodeTimer(const NodeTimer &t) { v3s16 p = t.position; v3s16 blockpos = getNodeBlockPos(p); v3s16 p_rel = p - blockpos*MAP_BLOCKSIZE; MapBlock *block = getBlockNoCreateNoEx(blockpos); if(!block){ infostream<<"Map::setNodeTimer(): Need to emerge " <<PP(blockpos)<<std::endl; block = emergeBlock(blockpos, false); } if(!block){ warningstream<<"Map::setNodeTimer(): Block not found" <<std::endl; return; } NodeTimer nt(t.timeout, t.elapsed, p_rel); block->m_node_timers.set(nt); } void Map::removeNodeTimer(v3s16 p) { v3s16 blockpos = getNodeBlockPos(p); v3s16 p_rel = p - blockpos*MAP_BLOCKSIZE; MapBlock *block = getBlockNoCreateNoEx(blockpos); if(block == NULL) { warningstream<<"Map::removeNodeTimer(): Block not found" <<std::endl; return; } block->m_node_timers.remove(p_rel); } bool Map::determineAdditionalOcclusionCheck(const v3s16 &pos_camera, const core::aabbox3d<s16> &block_bounds, v3s16 &check) { /* This functions determines the node inside the target block that is closest to the camera position. This increases the occlusion culling accuracy in straight and diagonal corridors. The returned position will be occlusion checked first in addition to the others (8 corners + center). No position is returned if - the closest node is a corner, corners are checked anyway. - the camera is inside the target block, it will never be occluded. */ #define CLOSEST_EDGE(pos, bounds, axis) \ ((pos).axis <= (bounds).MinEdge.axis) ? (bounds).MinEdge.axis : \ (bounds).MaxEdge.axis bool x_inside = (block_bounds.MinEdge.X <= pos_camera.X) && (pos_camera.X <= block_bounds.MaxEdge.X); bool y_inside = (block_bounds.MinEdge.Y <= pos_camera.Y) && (pos_camera.Y <= block_bounds.MaxEdge.Y); bool z_inside = (block_bounds.MinEdge.Z <= pos_camera.Z) && (pos_camera.Z <= block_bounds.MaxEdge.Z); if (x_inside && y_inside && z_inside) return false; // Camera inside target mapblock // straight if (x_inside && y_inside) { check = v3s16(pos_camera.X, pos_camera.Y, 0); check.Z = CLOSEST_EDGE(pos_camera, block_bounds, Z); return true; } else if (y_inside && z_inside) { check = v3s16(0, pos_camera.Y, pos_camera.Z); check.X = CLOSEST_EDGE(pos_camera, block_bounds, X); return true; } else if (x_inside && z_inside) { check = v3s16(pos_camera.X, 0, pos_camera.Z); check.Y = CLOSEST_EDGE(pos_camera, block_bounds, Y); return true; } // diagonal if (x_inside) { check = v3s16(pos_camera.X, 0, 0); check.Y = CLOSEST_EDGE(pos_camera, block_bounds, Y); check.Z = CLOSEST_EDGE(pos_camera, block_bounds, Z); return true; } else if (y_inside) { check = v3s16(0, pos_camera.Y, 0); check.X = CLOSEST_EDGE(pos_camera, block_bounds, X); check.Z = CLOSEST_EDGE(pos_camera, block_bounds, Z); return true; } else if (z_inside) { check = v3s16(0, 0, pos_camera.Z); check.X = CLOSEST_EDGE(pos_camera, block_bounds, X); check.Y = CLOSEST_EDGE(pos_camera, block_bounds, Y); return true; } // Closest node would be a corner, none returned return false; } bool Map::isOccluded(const v3s16 &pos_camera, const v3s16 &pos_target, float step, float stepfac, float offset, float end_offset, u32 needed_count) { v3f direction = intToFloat(pos_target - pos_camera, BS); float distance = direction.getLength(); // Normalize direction vector if (distance > 0.0f) direction /= distance; v3f pos_origin_f = intToFloat(pos_camera, BS); u32 count = 0; bool is_valid_position; for (; offset < distance + end_offset; offset += step) { v3f pos_node_f = pos_origin_f + direction * offset; v3s16 pos_node = floatToInt(pos_node_f, BS); MapNode node = getNode(pos_node, &is_valid_position); if (is_valid_position && !m_nodedef->get(node).light_propagates) { // Cannot see through light-blocking nodes --> occluded count++; if (count >= needed_count) return true; } step *= stepfac; } return false; } bool Map::isBlockOccluded(MapBlock *block, v3s16 cam_pos_nodes) { // Check occlusion for center and all 8 corners of the mapblock // Overshoot a little for less flickering static const s16 bs2 = MAP_BLOCKSIZE / 2 + 1; static const v3s16 dir9[9] = { v3s16( 0, 0, 0), v3s16( 1, 1, 1) * bs2, v3s16( 1, 1, -1) * bs2, v3s16( 1, -1, 1) * bs2, v3s16( 1, -1, -1) * bs2, v3s16(-1, 1, 1) * bs2, v3s16(-1, 1, -1) * bs2, v3s16(-1, -1, 1) * bs2, v3s16(-1, -1, -1) * bs2, }; v3s16 pos_blockcenter = block->getPosRelative() + (MAP_BLOCKSIZE / 2); // Starting step size, value between 1m and sqrt(3)m float step = BS * 1.2f; // Multiply step by each iteraction by 'stepfac' to reduce checks in distance float stepfac = 1.05f; float start_offset = BS * 1.0f; // The occlusion search of 'isOccluded()' must stop short of the target // point by distance 'end_offset' to not enter the target mapblock. // For the 8 mapblock corners 'end_offset' must therefore be the maximum // diagonal of a mapblock, because we must consider all view angles. // sqrt(1^2 + 1^2 + 1^2) = 1.732 float end_offset = -BS * MAP_BLOCKSIZE * 1.732f; // to reduce the likelihood of falsely occluded blocks // require at least two solid blocks // this is a HACK, we should think of a more precise algorithm u32 needed_count = 2; // Additional occlusion check, see comments in that function v3s16 check; if (determineAdditionalOcclusionCheck(cam_pos_nodes, block->getBox(), check)) { // node is always on a side facing the camera, end_offset can be lower if (!isOccluded(cam_pos_nodes, check, step, stepfac, start_offset, -1.0f, needed_count)) return false; } for (const v3s16 &dir : dir9) { if (!isOccluded(cam_pos_nodes, pos_blockcenter + dir, step, stepfac, start_offset, end_offset, needed_count)) return false; } return true; } /* ServerMap */ ServerMap::ServerMap(const std::string &savedir, IGameDef *gamedef, EmergeManager *emerge): Map(dout_server, gamedef), settings_mgr(g_settings, savedir + DIR_DELIM + "map_meta.txt"), m_emerge(emerge) { verbosestream<<FUNCTION_NAME<<std::endl; // Tell the EmergeManager about our MapSettingsManager emerge->map_settings_mgr = &settings_mgr; /* Try to load map; if not found, create a new one. */ // Determine which database backend to use std::string conf_path = savedir + DIR_DELIM + "world.mt"; Settings conf; bool succeeded = conf.readConfigFile(conf_path.c_str()); if (!succeeded || !conf.exists("backend")) { // fall back to sqlite3 conf.set("backend", "sqlite3"); } std::string backend = conf.get("backend"); dbase = createDatabase(backend, savedir, conf); if (conf.exists("readonly_backend")) { std::string readonly_dir = savedir + DIR_DELIM + "readonly"; dbase_ro = createDatabase(conf.get("readonly_backend"), readonly_dir, conf); } if (!conf.updateConfigFile(conf_path.c_str())) errorstream << "ServerMap::ServerMap(): Failed to update world.mt!" << std::endl; 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).empty()) { infostream<<"ServerMap: Empty save directory is valid." <<std::endl; m_map_saving_enabled = true; } else { if (settings_mgr.loadMapMeta()) { infostream << "ServerMap: Metadata loaded from " << savedir << std::endl; } else { infostream << "ServerMap: Metadata could not be loaded " "from " << savedir << ", assuming valid save " "directory." << std::endl; } m_map_saving_enabled = true; // Map loaded, not creating new one return; } } // If directory doesn't exist, it is safe to save to it else{ m_map_saving_enabled = true; } } catch(std::exception &e) { warningstream<<"ServerMap: Failed to load map from "<<savedir <<", exception: "<<e.what()<<std::endl; infostream<<"Please remove the map or fix it."<<std::endl; warningstream<<"Map saving will be disabled."<<std::endl; } } ServerMap::~ServerMap() { verbosestream<<FUNCTION_NAME<<std::endl; try { if (m_map_saving_enabled) { // Save only changed parts save(MOD_STATE_WRITE_AT_UNLOAD); infostream << "ServerMap: Saved map to " << m_savedir << std::endl; } else { infostream << "ServerMap: Map not saved" << std::endl; } } catch(std::exception &e) { infostream<<"ServerMap: Failed to save map to "<<m_savedir <<", exception: "<<e.what()<<std::endl; } /* Close database if it was opened */ delete dbase; delete dbase_ro; #if 0 /* Free all MapChunks */ core::map<v2s16, MapChunk*>::Iterator i = m_chunks.getIterator(); for(; i.atEnd() == false; i++) { MapChunk *chunk = i.getNode()->getValue(); delete chunk; } #endif } MapgenParams *ServerMap::getMapgenParams() { // getMapgenParams() should only ever be called after Server is initialized assert(settings_mgr.mapgen_params != NULL); return settings_mgr.mapgen_params; } u64 ServerMap::getSeed() { return getMapgenParams()->seed; } s16 ServerMap::getWaterLevel() { return getMapgenParams()->water_level; } bool ServerMap::blockpos_over_mapgen_limit(v3s16 p) { const s16 mapgen_limit_bp = rangelim( getMapgenParams()->mapgen_limit, 0, MAX_MAP_GENERATION_LIMIT) / MAP_BLOCKSIZE; return p.X < -mapgen_limit_bp || p.X > mapgen_limit_bp || p.Y < -mapgen_limit_bp || p.Y > mapgen_limit_bp || p.Z < -mapgen_limit_bp || p.Z > mapgen_limit_bp; } bool ServerMap::initBlockMake(v3s16 blockpos, BlockMakeData *data) { s16 csize = getMapgenParams()->chunksize; v3s16 bpmin = EmergeManager::getContainingChunk(blockpos, csize); v3s16 bpmax = bpmin + v3s16(1, 1, 1) * (csize - 1); bool enable_mapgen_debug_info = m_emerge->enable_mapgen_debug_info; EMERGE_DBG_OUT("initBlockMake(): " PP(bpmin) " - " PP(bpmax)); v3s16 extra_borders(1, 1, 1); v3s16 full_bpmin = bpmin - extra_borders; v3s16 full_bpmax = bpmax + extra_borders; // Do nothing if not inside mapgen limits (+-1 because of neighbors) if (blockpos_over_mapgen_limit(full_bpmin) || blockpos_over_mapgen_limit(full_bpmax)) return false; data->seed = getSeed(); data->blockpos_min = bpmin; data->blockpos_max = bpmax; data->blockpos_requested = blockpos; data->nodedef = m_nodedef; /* Create the whole area of this and the neighboring blocks */ for (s16 x = full_bpmin.X; x <= full_bpmax.X; x++) for (s16 z = full_bpmin.Z; z <= full_bpmax.Z; z++) { v2s16 sectorpos(x, z); // Sector metadata is loaded from disk if not already loaded. MapSector *sector = createSector(sectorpos); FATAL_ERROR_IF(sector == NULL, "createSector() failed"); for (s16 y = full_bpmin.Y; y <= full_bpmax.Y; y++) { v3s16 p(x, y, z); MapBlock *block = emergeBlock(p, false); if (block == NULL) { block = createBlock(p); // Block gets sunlight if this is true. // Refer to the map generator heuristics. bool ug = m_emerge->isBlockUnderground(p); block->setIsUnderground(ug); } } } /* Now we have a big empty area. Make a ManualMapVoxelManipulator that contains this and the neighboring blocks */ data->vmanip = new MMVManip(this); data->vmanip->initialEmerge(full_bpmin, full_bpmax); // Note: we may need this again at some point. #if 0 // Ensure none of the blocks to be generated were marked as // containing CONTENT_IGNORE for (s16 z = blockpos_min.Z; z <= blockpos_max.Z; z++) { for (s16 y = blockpos_min.Y; y <= blockpos_max.Y; y++) { for (s16 x = blockpos_min.X; x <= blockpos_max.X; x++) { core::map<v3s16, u8>::Node *n; n = data->vmanip->m_loaded_blocks.find(v3s16(x, y, z)); if (n == NULL) continue; u8 flags = n->getValue(); flags &= ~VMANIP_BLOCK_CONTAINS_CIGNORE; n->setValue(flags); } } } #endif // Data is ready now. return true; } void ServerMap::finishBlockMake(BlockMakeData *data, std::map<v3s16, MapBlock*> *changed_blocks) { v3s16 bpmin = data->blockpos_min; v3s16 bpmax = data->blockpos_max; v3s16 extra_borders(1, 1, 1); bool enable_mapgen_debug_info = m_emerge->enable_mapgen_debug_info; EMERGE_DBG_OUT("finishBlockMake(): " PP(bpmin) " - " PP(bpmax)); /* Blit generated stuff to map NOTE: blitBackAll adds nearly everything to changed_blocks */ data->vmanip->blitBackAll(changed_blocks); EMERGE_DBG_OUT("finishBlockMake: changed_blocks.size()=" << changed_blocks->size()); /* Copy transforming liquid information */ while (data->transforming_liquid.size()) { m_transforming_liquid.push_back(data->transforming_liquid.front()); data->transforming_liquid.pop_front(); } for (auto &changed_block : *changed_blocks) { MapBlock *block = changed_block.second; if (!block) continue; /* Update day/night difference cache of the MapBlocks */ block->expireDayNightDiff(); /* Set block as modified */ block->raiseModified(MOD_STATE_WRITE_NEEDED, MOD_REASON_EXPIRE_DAYNIGHTDIFF); } /* Set central blocks as generated */ for (s16 x = bpmin.X; x <= bpmax.X; x++) for (s16 z = bpmin.Z; z <= bpmax.Z; z++) for (s16 y = bpmin.Y; y <= bpmax.Y; y++) { MapBlock *block = getBlockNoCreateNoEx(v3s16(x, y, z)); if (!block) continue; block->setGenerated(true); } /* Save changed parts of map NOTE: Will be saved later. */ //save(MOD_STATE_WRITE_AT_UNLOAD); } MapSector *ServerMap::createSector(v2s16 p2d) { /* Check if it exists already in memory */ MapSector *sector = getSectorNoGenerate(p2d); if (sector) return sector; /* Do not create over max mapgen limit */ const s16 max_limit_bp = MAX_MAP_GENERATION_LIMIT / MAP_BLOCKSIZE; if (p2d.X < -max_limit_bp || p2d.X > max_limit_bp || p2d.Y < -max_limit_bp || p2d.Y > max_limit_bp) throw InvalidPositionException("createSector(): pos. over max mapgen limit"); /* Generate blank sector */ sector = new MapSector(this, p2d, m_gamedef); // Sector position on map in nodes //v2s16 nodepos2d = p2d * MAP_BLOCKSIZE; /* Insert to container */ m_sectors[p2d] = sector; return sector; } #if 0 /* This is a quick-hand function for calling makeBlock(). */ MapBlock * ServerMap::generateBlock( v3s16 p, std::map<v3s16, MapBlock*> &modified_blocks ) { bool enable_mapgen_debug_info = g_settings->getBool("enable_mapgen_debug_info"); TimeTaker timer("generateBlock"); //MapBlock *block = original_dummy; v2s16 p2d(p.X, p.Z); v2s16 p2d_nodes = p2d * MAP_BLOCKSIZE; /* Do not generate over-limit */ if(blockpos_over_limit(p)) { infostream<<FUNCTION_NAME<<": Block position over limit"<<std::endl; throw InvalidPositionException("generateBlock(): pos. over limit"); } /* Create block make data */ BlockMakeData data; initBlockMake(&data, p); /* Generate block */ { TimeTaker t("mapgen::make_block()"); mapgen->makeChunk(&data); //mapgen::make_block(&data); if(enable_mapgen_debug_info == false) t.stop(true); // Hide output } /* Blit data back on map, update lighting, add mobs and whatever this does */ finishBlockMake(&data, modified_blocks); /* Get central block */ MapBlock *block = getBlockNoCreateNoEx(p); #if 0 /* Check result */ if(block) { bool erroneus_content = false; for(s16 z0=0; z0<MAP_BLOCKSIZE; z0++) for(s16 y0=0; y0<MAP_BLOCKSIZE; y0++) for(s16 x0=0; x0<MAP_BLOCKSIZE; x0++) { v3s16 p(x0,y0,z0); MapNode n = block->getNode(p); if(n.getContent() == CONTENT_IGNORE) { infostream<<"CONTENT_IGNORE at " <<"("<<p.X<<","<<p.Y<<","<<p.Z<<")" <<std::endl; erroneus_content = true; assert(0); } } if(erroneus_content) { assert(0); } } #endif #if 0 /* Generate a completely empty block */ if(block) { for(s16 z0=0; z0<MAP_BLOCKSIZE; z0++) for(s16 x0=0; x0<MAP_BLOCKSIZE; x0++) { for(s16 y0=0; y0<MAP_BLOCKSIZE; y0++) { MapNode n; n.setContent(CONTENT_AIR); block->setNode(v3s16(x0,y0,z0), n); } } } #endif if(enable_mapgen_debug_info == false) timer.stop(true); // Hide output return block; } #endif MapBlock * ServerMap::createBlock(v3s16 p) { /* Do not create over max mapgen limit */ if (blockpos_over_max_limit(p)) throw InvalidPositionException("createBlock(): pos. over max mapgen limit"); v2s16 p2d(p.X, p.Z); s16 block_y = p.Y; /* This will create or load a sector if not found in memory. If block exists on disk, it will be loaded. NOTE: On old save formats, this will be slow, as it generates lighting on blocks for them. */ MapSector *sector; try { sector = createSector(p2d); } catch (InvalidPositionException &e) { infostream<<"createBlock: createSector() failed"<<std::endl; throw e; } /* Try to get a block from the sector */ MapBlock *block = sector->getBlockNoCreateNoEx(block_y); if (block) { if(block->isDummy()) block->unDummify(); return block; } // Create blank block = sector->createBlankBlock(block_y); return block; } MapBlock * ServerMap::emergeBlock(v3s16 p, bool create_blank) { { MapBlock *block = getBlockNoCreateNoEx(p); if (block && !block->isDummy()) return block; } { MapBlock *block = loadBlock(p); if(block) return block; } if (create_blank) { MapSector *sector = createSector(v2s16(p.X, p.Z)); MapBlock *block = sector->createBlankBlock(p.Y); return block; } return NULL; } MapBlock *ServerMap::getBlockOrEmerge(v3s16 p3d) { MapBlock *block = getBlockNoCreateNoEx(p3d); if (block == NULL) m_emerge->enqueueBlockEmerge(PEER_ID_INEXISTENT, p3d, false); return block; } // N.B. This requires no synchronization, since data will not be modified unless // the VoxelManipulator being updated belongs to the same thread. void ServerMap::updateVManip(v3s16 pos) { Mapgen *mg = m_emerge->getCurrentMapgen(); if (!mg) return; MMVManip *vm = mg->vm; if (!vm) return; if (!vm->m_area.contains(pos)) return; s32 idx = vm->m_area.index(pos);