diff options
-rw-r--r-- | src/environment.cpp | 12 | ||||
-rw-r--r-- | src/map.cpp | 806 | ||||
-rw-r--r-- | src/map.h | 3 | ||||
-rw-r--r-- | src/server.cpp | 70 | ||||
-rw-r--r-- | src/serverobject.cpp | 4 |
5 files changed, 355 insertions, 540 deletions
diff --git a/src/environment.cpp b/src/environment.cpp index eaea6d0b5..d2fb8a39d 100644 --- a/src/environment.cpp +++ b/src/environment.cpp @@ -528,8 +528,8 @@ void ServerEnvironment::step(float dtime) i = block->m_static_objects.m_stored.begin(); i != block->m_static_objects.m_stored.end(); i++) { - dstream<<"INFO: Server: Creating an active object from " - <<"static data"<<std::endl; + /*dstream<<"INFO: Server: Creating an active object from " + <<"static data"<<std::endl;*/ StaticObject &s_obj = *i; // Create an active object from the data ServerActiveObject *obj = ServerActiveObject::create @@ -643,9 +643,9 @@ void ServerEnvironment::step(float dtime) obj->m_static_exists = false; continue; } + /*dstream<<"INFO: Server: Stored static data. Deleting object." + <<std::endl;*/ // Delete active object - dstream<<"INFO: Server: Stored static data. Deleting object." - <<std::endl; delete obj; // Id to be removed from m_active_objects objects_to_remove.push_back(id); @@ -767,8 +767,8 @@ u16 ServerEnvironment::addActiveObject(ServerActiveObject *object) delete object; return 0; } - dstream<<"INGO: ServerEnvironment::addActiveObject(): " - <<"added (id="<<object->getId()<<")"<<std::endl; + /*dstream<<"INGO: ServerEnvironment::addActiveObject(): " + <<"added (id="<<object->getId()<<")"<<std::endl;*/ m_active_objects.insert(object->getId(), object); diff --git a/src/map.cpp b/src/map.cpp index 3ba1bda68..334de40de 100644 --- a/src/map.cpp +++ b/src/map.cpp @@ -2170,141 +2170,49 @@ void addRandomObjects(MapBlock *block) This is the main map generation method */ -MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos, - core::map<v3s16, MapBlock*> &changed_blocks, - bool force) +struct ChunkMakeData { - DSTACK(__FUNCTION_NAME); - - /* - Don't generate if already fully generated - */ - if(force == false) - { - MapChunk *chunk = getChunk(chunkpos); - if(chunk != NULL && chunk->getGenLevel() == GENERATED_FULLY) - { - dstream<<"generateChunkRaw(): Chunk " - <<"("<<chunkpos.X<<","<<chunkpos.Y<<")" - <<" already generated"<<std::endl; - return chunk; - } - } - - dstream<<"generateChunkRaw(): Generating chunk " - <<"("<<chunkpos.X<<","<<chunkpos.Y<<")" - <<std::endl; - - TimeTaker timer("generateChunkRaw()"); - - // The distance how far into the neighbors the generator is allowed to go. - s16 max_spread_amount_sectors = 2; - assert(max_spread_amount_sectors <= m_chunksize); - s16 max_spread_amount = max_spread_amount_sectors * MAP_BLOCKSIZE; - - // Minimum amount of space left on sides for mud to fall in - //s16 min_mud_fall_space = 2; - - // Maximum diameter of stone obstacles in X and Z - /*s16 stone_obstacle_max_size = (max_spread_amount-min_mud_fall_space)*2; - assert(stone_obstacle_max_size/2 <= max_spread_amount-min_mud_fall_space);*/ - - s16 y_blocks_min = -4; - s16 y_blocks_max = 3; - s16 h_blocks = y_blocks_max - y_blocks_min + 1; - s16 y_nodes_min = y_blocks_min * MAP_BLOCKSIZE; - s16 y_nodes_max = y_blocks_max * MAP_BLOCKSIZE + MAP_BLOCKSIZE - 1; - - v2s16 sectorpos_base = chunk_to_sector(chunkpos); - s16 sectorpos_base_size = m_chunksize; - - /*v2s16 sectorpos_bigbase = chunk_to_sector(chunkpos - v2s16(1,1)); - s16 sectorpos_bigbase_size = m_chunksize * 3;*/ - v2s16 sectorpos_bigbase = - sectorpos_base - v2s16(1,1) * max_spread_amount_sectors; - s16 sectorpos_bigbase_size = - sectorpos_base_size + 2 * max_spread_amount_sectors; - + ManualMapVoxelManipulator vmanip; + u64 seed; + s16 y_blocks_min; + s16 y_blocks_max; + v2s16 sectorpos_base; + s16 sectorpos_base_size; + v2s16 sectorpos_bigbase; + s16 sectorpos_bigbase_size; + s16 max_spread_amount; + + ChunkMakeData(): + vmanip(NULL) + {} +}; + +void makeChunk(ChunkMakeData *data) +{ + s16 y_nodes_min = data->y_blocks_min * MAP_BLOCKSIZE; + s16 y_nodes_max = data->y_blocks_max * MAP_BLOCKSIZE + MAP_BLOCKSIZE - 1; + s16 h_blocks = data->y_blocks_max - data->y_blocks_min + 1; + u32 relative_volume = (u32)data->sectorpos_base_size*MAP_BLOCKSIZE + *(u32)data->sectorpos_base_size*MAP_BLOCKSIZE + *(u32)h_blocks*MAP_BLOCKSIZE; v3s16 bigarea_blocks_min( - sectorpos_bigbase.X, - y_blocks_min, - sectorpos_bigbase.Y + data->sectorpos_bigbase.X, + data->y_blocks_min, + data->sectorpos_bigbase.Y ); - v3s16 bigarea_blocks_max( - sectorpos_bigbase.X + sectorpos_bigbase_size - 1, - y_blocks_max, - sectorpos_bigbase.Y + sectorpos_bigbase_size - 1 + data->sectorpos_bigbase.X + data->sectorpos_bigbase_size - 1, + data->y_blocks_max, + data->sectorpos_bigbase.Y + data->sectorpos_bigbase_size - 1 ); - - // Relative values to control amount of stuff in one chunk - /*u32 relative_area = (u32)sectorpos_base_size*MAP_BLOCKSIZE - *(u32)sectorpos_base_size*MAP_BLOCKSIZE;*/ - u32 relative_volume = (u32)sectorpos_base_size*MAP_BLOCKSIZE - *(u32)sectorpos_base_size*MAP_BLOCKSIZE - *(u32)h_blocks*MAP_BLOCKSIZE; - - /* - The limiting edges of the lighting update, inclusive. - */ - s16 lighting_min_d = 0-max_spread_amount; - s16 lighting_max_d = sectorpos_base_size*MAP_BLOCKSIZE+max_spread_amount-1; - - /* - Create the whole area of this and the neighboring chunks - */ - { - TimeTaker timer("generateChunkRaw() create area"); - - for(s16 x=0; x<sectorpos_bigbase_size; x++) - for(s16 z=0; z<sectorpos_bigbase_size; z++) - { - v2s16 sectorpos = sectorpos_bigbase + v2s16(x,z); - ServerMapSector *sector = createSector(sectorpos); - assert(sector); - - for(s16 y=y_blocks_min; y<=y_blocks_max; y++) - { - v3s16 blockpos(sectorpos.X, y, sectorpos.Y); - MapBlock *block = createBlock(blockpos); - - // Lighting won't be calculated - //block->setLightingExpired(true); - // Lighting will be calculated - block->setLightingExpired(false); - - /* - Block gets sunlight if this is true. - - This should be set to true when the top side of a block - is completely exposed to the sky. - - Actually this doesn't matter now because the - initial lighting is done here. - */ - block->setIsUnderground(y != y_blocks_max); - } - } - } - - /* - Now we have a big empty area. - - Make a ManualMapVoxelManipulator that contains this and the - neighboring chunks - */ - - ManualMapVoxelManipulator vmanip(this); - // Add the area we just generated - { - TimeTaker timer("generateChunkRaw() initialEmerge"); - vmanip.initialEmerge(bigarea_blocks_min, bigarea_blocks_max); - } + s16 lighting_min_d = 0-data->max_spread_amount; + s16 lighting_max_d = data->sectorpos_base_size*MAP_BLOCKSIZE + + data->max_spread_amount-1; // Clear all flags - vmanip.clearFlag(0xff); + data->vmanip.clearFlag(0xff); - TimeTaker timer_generate("generateChunkRaw() generate"); + TimeTaker timer_generate("makeChunk() generate"); // Maximum height of the stone surface and obstacles. // This is used to disable cave generation from going too high. @@ -2318,18 +2226,18 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos, // 22ms @cs=8 //TimeTaker timer1("ground level"); - for(s16 x=0; x<sectorpos_bigbase_size*MAP_BLOCKSIZE; x++) - for(s16 z=0; z<sectorpos_bigbase_size*MAP_BLOCKSIZE; z++) + for(s16 x=0; x<data->sectorpos_bigbase_size*MAP_BLOCKSIZE; x++) + for(s16 z=0; z<data->sectorpos_bigbase_size*MAP_BLOCKSIZE; z++) { // Node position - v2s16 p2d = sectorpos_bigbase*MAP_BLOCKSIZE + v2s16(x,z); + v2s16 p2d = data->sectorpos_bigbase*MAP_BLOCKSIZE + v2s16(x,z); /* Skip of already generated */ { v3s16 p(p2d.X, y_nodes_min, p2d.Y); - if(vmanip.m_data[vmanip.m_area.index(p)].d != CONTENT_AIR) + if(data->vmanip.m_data[data->vmanip.m_area.index(p)].d != CONTENT_AIR) continue; } @@ -2337,11 +2245,11 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos, float surface_y_f = 0.0; // Use perlin noise for ground height - surface_y_f = base_rock_level_2d(m_seed, p2d); + surface_y_f = base_rock_level_2d(data->seed, p2d); /*// Experimental stuff { - float a = highlands_level_2d(m_seed, p2d); + float a = highlands_level_2d(data->seed, p2d); if(a > surface_y_f) surface_y_f = a; }*/ @@ -2358,13 +2266,13 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos, */ { // Use fast index incrementing - v3s16 em = vmanip.m_area.getExtent(); - u32 i = vmanip.m_area.index(v3s16(p2d.X, y_nodes_min, p2d.Y)); + v3s16 em = data->vmanip.m_area.getExtent(); + u32 i = data->vmanip.m_area.index(v3s16(p2d.X, y_nodes_min, p2d.Y)); for(s16 y=y_nodes_min; y<surface_y && y<=y_nodes_max; y++) { - vmanip.m_data[i].d = CONTENT_STONE; + data->vmanip.m_data[i].d = CONTENT_STONE; - vmanip.m_area.add_y(em, i, 1); + data->vmanip.m_area.add_y(em, i, 1); } } } @@ -2377,13 +2285,13 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos, //s32 stone_obstacle_count = 0; /*s32 stone_obstacle_count = - rangelim((1.0+noise2d(m_seed+897, - sectorpos_base.X, sectorpos_base.Y))/2.0 * 30, 0, 100000);*/ + rangelim((1.0+noise2d(data->seed+897, + data->sectorpos_base.X, data->sectorpos_base.Y))/2.0 * 30, 0, 100000);*/ //s16 stone_obstacle_max_height = 0; /*s16 stone_obstacle_max_height = - rangelim((1.0+noise2d(m_seed+5902, - sectorpos_base.X, sectorpos_base.Y))/2.0 * 30, 0, 100000);*/ + rangelim((1.0+noise2d(data->seed+5902, + data->sectorpos_base.X, data->sectorpos_base.Y))/2.0 * 30, 0, 100000);*/ /* Loop this part, it will make stuff look older and newer nicely @@ -2395,133 +2303,6 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos, BEGINNING OF AGING LOOP ******************************/ -#if 0 - { - // 8ms @cs=8 - //TimeTaker timer1("stone obstacles"); - - /* - Add some random stone obstacles - */ - - for(s32 ri=0; ri<stone_obstacle_count; ri++) - { - // Randomize max height so usually stuff will be quite low - s16 maxheight_randomized = myrand_range(0, stone_obstacle_max_height); - - //s16 stone_obstacle_max_size = sectorpos_base_size * MAP_BLOCKSIZE - 10; - s16 stone_obstacle_max_size = MAP_BLOCKSIZE*4-4; - - v3s16 ob_size( - myrand_range(5, stone_obstacle_max_size), - myrand_range(0, maxheight_randomized), - myrand_range(5, stone_obstacle_max_size) - ); - - // Don't make stupid small rectangle bumps - if(ob_size.Y < 5) - continue; - - v2s16 ob_place( - myrand_range(1+ob_size.X/2+2, - sectorpos_base_size*MAP_BLOCKSIZE-1-1-ob_size.X/2-2), - myrand_range(1+ob_size.Z/2+2, - sectorpos_base_size*MAP_BLOCKSIZE-1-1-ob_size.Z/2-2) - ); - - // Minimum space left on top of the obstacle - s16 min_head_space = 12; - - for(s16 x=-ob_size.X/2; x<ob_size.X/2; x++) - for(s16 z=-ob_size.Z/2; z<ob_size.Z/2; z++) - { - // Node position in 2d - v2s16 p2d = sectorpos_base*MAP_BLOCKSIZE + ob_place + v2s16(x,z); - - // Find stone ground level - // (ignore everything else than mud in already generated chunks) - // and mud amount over the stone level - s16 surface_y = 0; - s16 mud_amount = 0; - { - v3s16 em = vmanip.m_area.getExtent(); - u32 i = vmanip.m_area.index(v3s16(p2d.X, y_nodes_max, p2d.Y)); - s16 y; - // Go to ground level - for(y=y_nodes_max; y>=y_nodes_min; y--) - { - MapNode *n = &vmanip.m_data[i]; - /*if(content_walkable(n.d) - && n.d != CONTENT_MUD - && n.d != CONTENT_GRASS) - break;*/ - if(n->d == CONTENT_STONE) - break; - - if(n->d == CONTENT_MUD || n->d == CONTENT_GRASS) - { - mud_amount++; - /* - Change to mud because otherwise we might - be throwing mud on grass at the next - step - */ - n->d = CONTENT_MUD; - } - - vmanip.m_area.add_y(em, i, -1); - } - if(y >= y_nodes_min) - surface_y = y; - else - surface_y = y_nodes_min; - } - - - /* - Add stone on ground - */ - { - v3s16 em = vmanip.m_area.getExtent(); - s16 y_start = surface_y+1; - u32 i = vmanip.m_area.index(v3s16(p2d.X, y_start, p2d.Y)); - s16 y; - // Add stone - s16 count = 0; - for(y=y_start; y<=y_nodes_max - min_head_space; y++) - { - MapNode &n = vmanip.m_data[i]; - n.d = CONTENT_STONE; - - if(y > stone_surface_max_y) - stone_surface_max_y = y; - - count++; - if(count >= ob_size.Y) - break; - - vmanip.m_area.add_y(em, i, 1); - } - // Add mud - count = 0; - for(; y<=y_nodes_max - min_head_space; y++) - { - MapNode &n = vmanip.m_data[i]; - n.d = CONTENT_MUD; - count++; - if(count >= mud_amount) - break; - - vmanip.m_area.add_y(em, i, 1); - } - } - - } - } - - }//timer1 -#endif - { // 24ms @cs=8 //TimeTaker timer1("caves"); @@ -2552,8 +2333,8 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos, /*min_tunnel_diameter = MYMAX(0, stone_surface_max_y/6); max_tunnel_diameter = myrand_range(MYMAX(0, stone_surface_max_y/6), MYMAX(0, stone_surface_max_y/2));*/ - /*s16 tunnel_rou = rangelim(25*(0.5+1.0*noise2d(m_seed+42, - sectorpos_base.X, sectorpos_base.Y)), 0, 15);*/ + /*s16 tunnel_rou = rangelim(25*(0.5+1.0*noise2d(data->seed+42, + data->sectorpos_base.X, data->sectorpos_base.Y)), 0, 15);*/ tunnel_routepoints = 5; } @@ -2563,23 +2344,23 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos, // Allowed route area size in nodes v3s16 ar( - sectorpos_base_size*MAP_BLOCKSIZE, + data->sectorpos_base_size*MAP_BLOCKSIZE, h_blocks*MAP_BLOCKSIZE, - sectorpos_base_size*MAP_BLOCKSIZE + data->sectorpos_base_size*MAP_BLOCKSIZE ); // Area starting point in nodes v3s16 of( - sectorpos_base.X*MAP_BLOCKSIZE, - y_blocks_min*MAP_BLOCKSIZE, - sectorpos_base.Y*MAP_BLOCKSIZE + data->sectorpos_base.X*MAP_BLOCKSIZE, + data->y_blocks_min*MAP_BLOCKSIZE, + data->sectorpos_base.Y*MAP_BLOCKSIZE ); // Allow a bit more //(this should be more than the maximum radius of the tunnel) //s16 insure = 5; // Didn't work with max_d = 20 s16 insure = 10; - s16 more = max_spread_amount - max_tunnel_diameter/2 - insure; + s16 more = data->max_spread_amount - max_tunnel_diameter/2 - insure; ar += v3s16(1,0,1) * more * 2; of -= v3s16(1,0,1) * more; @@ -2729,8 +2510,8 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos, continue; p += of; - //assert(vmanip.m_area.contains(p)); - if(vmanip.m_area.contains(p) == false) + //assert(data->vmanip.m_area.contains(p)); + if(data->vmanip.m_area.contains(p) == false) { dstream<<"WARNING: "<<__FUNCTION_NAME <<":"<<__LINE__<<": " @@ -2741,13 +2522,13 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos, // Just set it to air, it will be changed to // water afterwards - u32 i = vmanip.m_area.index(p); - vmanip.m_data[i] = airnode; + u32 i = data->vmanip.m_area.index(p); + data->vmanip.m_data[i] = airnode; if(bruise_surface == false) { // Set tunnel flag - vmanip.m_flags[i] |= VMANIP_FLAG_DUNGEON; + data->vmanip.m_flags[i] |= VMANIP_FLAG_DUNGEON; } } } @@ -2773,22 +2554,22 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos, // Allowed route area size in nodes v3s16 ar( - sectorpos_base_size*MAP_BLOCKSIZE, + data->sectorpos_base_size*MAP_BLOCKSIZE, h_blocks*MAP_BLOCKSIZE, - sectorpos_base_size*MAP_BLOCKSIZE + data->sectorpos_base_size*MAP_BLOCKSIZE ); // Area starting point in nodes v3s16 of( - sectorpos_base.X*MAP_BLOCKSIZE, - y_blocks_min*MAP_BLOCKSIZE, - sectorpos_base.Y*MAP_BLOCKSIZE + data->sectorpos_base.X*MAP_BLOCKSIZE, + data->y_blocks_min*MAP_BLOCKSIZE, + data->sectorpos_base.Y*MAP_BLOCKSIZE ); // Allow a bit more //(this should be more than the maximum radius of the tunnel) s16 insure = 3; - s16 more = max_spread_amount - max_vein_diameter/2 - insure; + s16 more = data->max_spread_amount - max_vein_diameter/2 - insure; ar += v3s16(1,0,1) * more * 2; of -= v3s16(1,0,1) * more; @@ -2874,12 +2655,12 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos, continue; p += of; - assert(vmanip.m_area.contains(p)); + assert(data->vmanip.m_area.contains(p)); // Just set it to air, it will be changed to // water afterwards - u32 i = vmanip.m_area.index(p); - MapNode *n = &vmanip.m_data[i]; + u32 i = data->vmanip.m_area.index(p); + MapNode *n = &data->vmanip.m_data[i]; if(n->d == CONTENT_STONE) n->param = mineral; } @@ -2901,19 +2682,19 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos, Add mud to the central chunk */ - for(s16 x=0; x<sectorpos_base_size*MAP_BLOCKSIZE; x++) - for(s16 z=0; z<sectorpos_base_size*MAP_BLOCKSIZE; z++) + for(s16 x=0; x<data->sectorpos_base_size*MAP_BLOCKSIZE; x++) + for(s16 z=0; z<data->sectorpos_base_size*MAP_BLOCKSIZE; z++) { // Node position in 2d - v2s16 p2d = sectorpos_base*MAP_BLOCKSIZE + v2s16(x,z); + v2s16 p2d = data->sectorpos_base*MAP_BLOCKSIZE + v2s16(x,z); // Randomize mud amount s16 mud_add_amount = (s16)(2.5 + 2.0 * noise2d_perlin( 0.5+(float)p2d.X/200, 0.5+(float)p2d.Y/200, - m_seed+1, 3, 0.55)); + data->seed+1, 3, 0.55)); // Find ground level - s16 surface_y = find_ground_level_clever(vmanip, p2d); + s16 surface_y = find_ground_level_clever(data->vmanip, p2d); /* If topmost node is grass, change it to mud. @@ -2921,8 +2702,8 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos, chunk and then converted. */ { - u32 i = vmanip.m_area.index(v3s16(p2d.X, surface_y, p2d.Y)); - MapNode *n = &vmanip.m_data[i]; + u32 i = data->vmanip.m_area.index(v3s16(p2d.X, surface_y, p2d.Y)); + MapNode *n = &data->vmanip.m_data[i]; if(n->d == CONTENT_GRASS) n->d = CONTENT_MUD; } @@ -2932,19 +2713,19 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos, */ { s16 mudcount = 0; - v3s16 em = vmanip.m_area.getExtent(); + v3s16 em = data->vmanip.m_area.getExtent(); s16 y_start = surface_y+1; - u32 i = vmanip.m_area.index(v3s16(p2d.X, y_start, p2d.Y)); + u32 i = data->vmanip.m_area.index(v3s16(p2d.X, y_start, p2d.Y)); for(s16 y=y_start; y<=y_nodes_max; y++) { if(mudcount >= mud_add_amount) break; - MapNode &n = vmanip.m_data[i]; + MapNode &n = data->vmanip.m_data[i]; n.d = CONTENT_MUD; mudcount++; - vmanip.m_area.add_y(em, i, 1); + data->vmanip.m_area.add_y(em, i, 1); } } @@ -2960,8 +2741,8 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos, */ // Limit area by 1 because mud is flown into neighbors. - s16 mudflow_minpos = 0-max_spread_amount+1; - s16 mudflow_maxpos = sectorpos_base_size*MAP_BLOCKSIZE+max_spread_amount-2; + s16 mudflow_minpos = 0-data->max_spread_amount+1; + s16 mudflow_maxpos = data->sectorpos_base_size*MAP_BLOCKSIZE+data->max_spread_amount-2; // Iterate a few times for(s16 k=0; k<3; k++) @@ -2982,10 +2763,10 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos, } // Node position in 2d - v2s16 p2d = sectorpos_base*MAP_BLOCKSIZE + v2s16(x,z); + v2s16 p2d = data->sectorpos_base*MAP_BLOCKSIZE + v2s16(x,z); - v3s16 em = vmanip.m_area.getExtent(); - u32 i = vmanip.m_area.index(v3s16(p2d.X, y_nodes_max, p2d.Y)); + v3s16 em = data->vmanip.m_area.getExtent(); + u32 i = data->vmanip.m_area.index(v3s16(p2d.X, y_nodes_max, p2d.Y)); s16 y=y_nodes_max; for(;; y--) @@ -2994,22 +2775,22 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos, // Find mud for(; y>=y_nodes_min; y--) { - n = &vmanip.m_data[i]; + n = &data->vmanip.m_data[i]; //if(content_walkable(n->d)) // break; if(n->d == CONTENT_MUD || n->d == CONTENT_GRASS) break; - vmanip.m_area.add_y(em, i, -1); + data->vmanip.m_area.add_y(em, i, -1); } // Stop if out of area - //if(vmanip.m_area.contains(i) == false) + //if(data->vmanip.m_area.contains(i) == false) if(y < y_nodes_min) break; /*// If not mud, do nothing to it - MapNode *n = &vmanip.m_data[i]; + MapNode *n = &data->vmanip.m_data[i]; if(n->d != CONTENT_MUD && n->d != CONTENT_GRASS) continue;*/ @@ -3018,11 +2799,11 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos, */ { u32 i2 = i; - vmanip.m_area.add_y(em, i2, -1); + data->vmanip.m_area.add_y(em, i2, -1); // Cancel if out of area - if(vmanip.m_area.contains(i2) == false) + if(data->vmanip.m_area.contains(i2) == false) continue; - MapNode *n2 = &vmanip.m_data[i2]; + MapNode *n2 = &data->vmanip.m_data[i2]; if(n2->d != CONTENT_MUD && n2->d != CONTENT_GRASS) continue; } @@ -3043,9 +2824,9 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos, // Theck that upper is air or doesn't exist. // Cancel dropping if upper keeps it in place u32 i3 = i; - vmanip.m_area.add_y(em, i3, 1); - if(vmanip.m_area.contains(i3) == true - && content_walkable(vmanip.m_data[i3].d) == true) + data->vmanip.m_area.add_y(em, i3, 1); + if(data->vmanip.m_area.contains(i3) == true + && content_walkable(data->vmanip.m_data[i3].d) == true) { continue; } @@ -3057,39 +2838,39 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos, v3s16 dirp = dirs4[di]; u32 i2 = i; // Move to side - vmanip.m_area.add_p(em, i2, dirp); + data->vmanip.m_area.add_p(em, i2, dirp); // Fail if out of area - if(vmanip.m_area.contains(i2) == false) + if(data->vmanip.m_area.contains(i2) == false) continue; // Check that side is air - MapNode *n2 = &vmanip.m_data[i2]; + MapNode *n2 = &data->vmanip.m_data[i2]; if(content_walkable(n2->d)) continue; // Check that under side is air - vmanip.m_area.add_y(em, i2, -1); - if(vmanip.m_area.contains(i2) == false) + data->vmanip.m_area.add_y(em, i2, -1); + if(data->vmanip.m_area.contains(i2) == false) continue; - n2 = &vmanip.m_data[i2]; + n2 = &data->vmanip.m_data[i2]; if(content_walkable(n2->d)) continue; /*// Check that under that is air (need a drop of 2) - vmanip.m_area.add_y(em, i2, -1); - if(vmanip.m_area.contains(i2) == false) + data->vmanip.m_area.add_y(em, i2, -1); + if(data->vmanip.m_area.contains(i2) == false) continue; - n2 = &vmanip.m_data[i2]; + n2 = &data->vmanip.m_data[i2]; if(content_walkable(n2->d)) continue;*/ // Loop further down until not air do{ - vmanip.m_area.add_y(em, i2, -1); + data->vmanip.m_area.add_y(em, i2, -1); // Fail if out of area - if(vmanip.m_area.contains(i2) == false) + if(data->vmanip.m_area.contains(i2) == false) continue; - n2 = &vmanip.m_data[i2]; + n2 = &data->vmanip.m_data[i2]; }while(content_walkable(n2->d) == false); // Loop one up so that we're in air - vmanip.m_area.add_y(em, i2, 1); - n2 = &vmanip.m_data[i2]; + data->vmanip.m_area.add_y(em, i2, 1); + n2 = &data->vmanip.m_data[i2]; // Move mud to new place *n2 = *n; @@ -3113,18 +2894,18 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos, Add water to the central chunk (and a bit more) */ - for(s16 x=0-max_spread_amount; - x<sectorpos_base_size*MAP_BLOCKSIZE+max_spread_amount; + for(s16 x=0-data->max_spread_amount; + x<data->sectorpos_base_size*MAP_BLOCKSIZE+data->max_spread_amount; x++) - for(s16 z=0-max_spread_amount; - z<sectorpos_base_size*MAP_BLOCKSIZE+max_spread_amount; + for(s16 z=0-data->max_spread_amount; + z<data->sectorpos_base_size*MAP_BLOCKSIZE+data->max_spread_amount; z++) { // Node position in 2d - v2s16 p2d = sectorpos_base*MAP_BLOCKSIZE + v2s16(x,z); + v2s16 p2d = data->sectorpos_base*MAP_BLOCKSIZE + v2s16(x,z); // Find ground level - //s16 surface_y = find_ground_level(vmanip, p2d); + //s16 surface_y = find_ground_level(data->vmanip, p2d); /* If ground level is over water level, skip. @@ -3139,54 +2920,39 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos, Add water on ground */ { - v3s16 em = vmanip.m_area.getExtent(); + v3s16 em = data->vmanip.m_area.getExtent(); u8 light = LIGHT_MAX; // Start at global water surface level s16 y_start = WATER_LEVEL; - u32 i = vmanip.m_area.index(v3s16(p2d.X, y_start, p2d.Y)); - MapNode *n = &vmanip.m_data[i]; - - /*// Add first one to transforming liquid queue, if water - if(n->d == CONTENT_WATER || n->d == CONTENT_WATERSOURCE) - { - v3s16 p = v3s16(p2d.X, y_start, p2d.Y); - m_transforming_liquid.push_back(p); - }*/ + u32 i = data->vmanip.m_area.index(v3s16(p2d.X, y_start, p2d.Y)); + MapNode *n = &data->vmanip.m_data[i]; for(s16 y=y_start; y>=y_nodes_min; y--) { - n = &vmanip.m_data[i]; + n = &data->vmanip.m_data[i]; // Stop when there is no water and no air if(n->d != CONTENT_AIR && n->d != CONTENT_WATERSOURCE && n->d != CONTENT_WATER) { - /*// Add bottom one to transforming liquid queue - vmanip.m_area.add_y(em, i, 1); - n = &vmanip.m_data[i]; - if(n->d == CONTENT_WATER || n->d == CONTENT_WATERSOURCE) - { - v3s16 p = v3s16(p2d.X, y, p2d.Y); - m_transforming_liquid.push_back(p); - }*/ break; } // Make water only not in caves - if(!(vmanip.m_flags[i]&VMANIP_FLAG_DUNGEON)) + if(!(data->vmanip.m_flags[i]&VMANIP_FLAG_DUNGEON)) { n->d = CONTENT_WATERSOURCE; //n->setLight(LIGHTBANK_DAY, light); // Add to transforming liquid queue (in case it'd // start flowing) - v3s16 p = v3s16(p2d.X, y, p2d.Y); - m_transforming_liquid.push_back(p); + /*v3s16 p = v3s16(p2d.X, y, p2d.Y); + m_transforming_liquid.push_back(p);*/ } // Next one - vmanip.m_area.add_y(em, i, -1); + data->vmanip.m_area.add_y(em, i, -1); if(light > 0) light--; } @@ -3211,22 +2977,22 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos, //s16 mud_add_amount = myrand_range(2, 4); //s16 mud_add_amount = 0; - /*for(s16 x=0; x<sectorpos_base_size*MAP_BLOCKSIZE; x++) - for(s16 z=0; z<sectorpos_base_size*MAP_BLOCKSIZE; z++)*/ - for(s16 x=0-max_spread_amount+1; - x<sectorpos_base_size*MAP_BLOCKSIZE+max_spread_amount-1; + /*for(s16 x=0; x<data->sectorpos_base_size*MAP_BLOCKSIZE; x++) + for(s16 z=0; z<data->sectorpos_base_size*MAP_BLOCKSIZE; z++)*/ + for(s16 x=0-data->max_spread_amount+1; + x<data->sectorpos_base_size*MAP_BLOCKSIZE+data->max_spread_amount-1; x++) - for(s16 z=0-max_spread_amount+1; - z<sectorpos_base_size*MAP_BLOCKSIZE+max_spread_amount-1; + for(s16 z=0-data->max_spread_amount+1; + z<data->sectorpos_base_size*MAP_BLOCKSIZE+data->max_spread_amount-1; z++) { // Node position in 2d - v2s16 p2d = sectorpos_base*MAP_BLOCKSIZE + v2s16(x,z); + v2s16 p2d = data->sectorpos_base*MAP_BLOCKSIZE + v2s16(x,z); // Determine whether to have sand here double sandnoise = noise2d_perlin( 0.5+(float)p2d.X/500, 0.5+(float)p2d.Y/500, - m_seed+59420, 3, 0.50); + data->seed+59420, 3, 0.50); bool have_sand = (sandnoise > -0.15); @@ -3234,19 +3000,19 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos, continue; // Find ground level - s16 surface_y = find_ground_level_clever(vmanip, p2d); + s16 surface_y = find_ground_level_clever(data->vmanip, p2d); if(surface_y > WATER_LEVEL + 2) continue; { - v3s16 em = vmanip.m_area.getExtent(); + v3s16 em = data->vmanip.m_area.getExtent(); s16 y_start = surface_y; - u32 i = vmanip.m_area.index(v3s16(p2d.X, y_start, p2d.Y)); + u32 i = data->vmanip.m_area.index(v3s16(p2d.X, y_start, p2d.Y)); u32 not_sand_counter = 0; for(s16 y=y_start; y>=y_nodes_min; y--) { - MapNode *n = &vmanip.m_data[i]; + MapNode *n = &data->vmanip.m_data[i]; if(n->d == CONTENT_MUD || n->d == CONTENT_GRASS) { n->d = CONTENT_SAND; @@ -3258,7 +3024,7 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos, break; } - vmanip.m_area.add_y(em, i, -1); + data->vmanip.m_area.add_y(em, i, -1); } } @@ -3275,34 +3041,34 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos, { // Divide area into parts s16 div = 8; - s16 sidelen = sectorpos_base_size*MAP_BLOCKSIZE / div; + s16 sidelen = data->sectorpos_base_size*MAP_BLOCKSIZE / div; double area = sidelen * sidelen; for(s16 x0=0; x0<div; x0++) for(s16 z0=0; z0<div; z0++) { // Center position of part of division v2s16 p2d_center( - sectorpos_base.X*MAP_BLOCKSIZE + sidelen/2 + sidelen*x0, - sectorpos_base.Y*MAP_BLOCKSIZE + sidelen/2 + sidelen*z0 + data->sectorpos_base.X*MAP_BLOCKSIZE + sidelen/2 + sidelen*x0, + data->sectorpos_base.Y*MAP_BLOCKSIZE + sidelen/2 + sidelen*z0 ); // Minimum edge of part of division v2s16 p2d_min( - sectorpos_base.X*MAP_BLOCKSIZE + sidelen*x0, - sectorpos_base.Y*MAP_BLOCKSIZE + sidelen*z0 + data->sectorpos_base.X*MAP_BLOCKSIZE + sidelen*x0, + data->sectorpos_base.Y*MAP_BLOCKSIZE + sidelen*z0 ); // Maximum edge of part of division v2s16 p2d_max( - sectorpos_base.X*MAP_BLOCKSIZE + sidelen + sidelen*x0 - 1, - sectorpos_base.Y*MAP_BLOCKSIZE + sidelen + sidelen*z0 - 1 + data->sectorpos_base.X*MAP_BLOCKSIZE + sidelen + sidelen*x0 - 1, + data->sectorpos_base.Y*MAP_BLOCKSIZE + sidelen + sidelen*z0 - 1 ); // Amount of trees - u32 tree_count = area * tree_amount_2d(m_seed, p2d_center); + u32 tree_count = area * tree_amount_2d(data->seed, p2d_center); // Put trees in random places on part of division for(u32 i=0; i<tree_count; i++) { s16 x = myrand_range(p2d_min.X, p2d_max.X); s16 z = myrand_range(p2d_min.Y, p2d_max.Y); - s16 y = find_ground_level(vmanip, v2s16(x,z)); + s16 y = find_ground_level(data->vmanip, v2s16(x,z)); // Don't make a tree under water level if(y < WATER_LEVEL) continue; @@ -3314,31 +3080,31 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos, Trees grow only on mud and grass */ { - u32 i = vmanip.m_area.index(v3s16(p)); - MapNode *n = &vmanip.m_data[i]; + u32 i = data->vmanip.m_area.index(v3s16(p)); + MapNode *n = &data->vmanip.m_data[i]; if(n->d != CONTENT_MUD && n->d != CONTENT_GRASS) continue; } p.Y++; // Make a tree - make_tree(vmanip, p); + make_tree(data->vmanip, p); } } /*u32 tree_max = relative_area / 60; //u32 count = myrand_range(0, tree_max); for(u32 i=0; i<count; i++) { - s16 x = myrand_range(0, sectorpos_base_size*MAP_BLOCKSIZE-1); - s16 z = myrand_range(0, sectorpos_base_size*MAP_BLOCKSIZE-1); - x += sectorpos_base.X*MAP_BLOCKSIZE; - z += sectorpos_base.Y*MAP_BLOCKSIZE; - s16 y = find_ground_level(vmanip, v2s16(x,z)); + s16 x = myrand_range(0, data->sectorpos_base_size*MAP_BLOCKSIZE-1); + s16 z = myrand_range(0, data->sectorpos_base_size*MAP_BLOCKSIZE-1); + x += data->sectorpos_base.X*MAP_BLOCKSIZE; + z += data->sectorpos_base.Y*MAP_BLOCKSIZE; + s16 y = find_ground_level(data->vmanip, v2s16(x,z)); // Don't make a tree under water level if(y < WATER_LEVEL) continue; v3s16 p(x,y+1,z); // Make a tree - make_tree(vmanip, p); + make_tree(data->vmanip, p); }*/ } @@ -3352,17 +3118,17 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos, Grow grass */ - /*for(s16 x=0-4; x<sectorpos_base_size*MAP_BLOCKSIZE+4; x++) - for(s16 z=0-4; z<sectorpos_base_size*MAP_BLOCKSIZE+4; z++)*/ - for(s16 x=0-max_spread_amount; - x<sectorpos_base_size*MAP_BLOCKSIZE+max_spread_amount; + /*for(s16 x=0-4; x<data->sectorpos_base_size*MAP_BLOCKSIZE+4; x++) + for(s16 z=0-4; z<data->sectorpos_base_size*MAP_BLOCKSIZE+4; z++)*/ + for(s16 x=0-data->max_spread_amount; + x<data->sectorpos_base_size*MAP_BLOCKSIZE+data->max_spread_amount; x++) - for(s16 z=0-max_spread_amount; - z<sectorpos_base_size*MAP_BLOCKSIZE+max_spread_amount; + for(s16 z=0-data->max_spread_amount; + z<data->sectorpos_base_size*MAP_BLOCKSIZE+data->max_spread_amount; z++) { // Node position in 2d - v2s16 p2d = sectorpos_base*MAP_BLOCKSIZE + v2s16(x,z); + v2s16 p2d = data->sectorpos_base*MAP_BLOCKSIZE + v2s16(x,z); /* Find the lowest surface to which enough light ends up @@ -3372,17 +3138,17 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos, */ s16 surface_y = 0; { - v3s16 em = vmanip.m_area.getExtent(); - u32 i = vmanip.m_area.index(v3s16(p2d.X, y_nodes_max, p2d.Y)); + v3s16 em = data->vmanip.m_area.getExtent(); + u32 i = data->vmanip.m_area.index(v3s16(p2d.X, y_nodes_max, p2d.Y)); s16 y; // Go to ground level for(y=y_nodes_max; y>=y_nodes_min; y--) { - MapNode &n = vmanip.m_data[i]; + MapNode &n = data->vmanip.m_data[i]; if(n.d != CONTENT_AIR && n.d != CONTENT_LEAVES) break; - vmanip.m_area.add_y(em, i, -1); + data->vmanip.m_area.add_y(em, i, -1); } if(y >= y_nodes_min) surface_y = y; @@ -3390,8 +3156,8 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos, surface_y = y_nodes_min; } - u32 i = vmanip.m_area.index(p2d.X, surface_y, p2d.Y); - MapNode *n = &vmanip.m_data[i]; + u32 i = data->vmanip.m_area.index(p2d.X, surface_y, p2d.Y); + MapNode *n = &data->vmanip.m_data[i]; if(n->d == CONTENT_MUD) n->d = CONTENT_GRASS; } @@ -3442,15 +3208,15 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos, } // Node position in 2d - v2s16 p2d = sectorpos_base*MAP_BLOCKSIZE + v2s16(x,z); + v2s16 p2d = data->sectorpos_base*MAP_BLOCKSIZE + v2s16(x,z); { - v3s16 em = vmanip.m_area.getExtent(); + v3s16 em = data->vmanip.m_area.getExtent(); s16 y_start = y_nodes_max; - u32 i = vmanip.m_area.index(v3s16(p2d.X, y_start, p2d.Y)); + u32 i = data->vmanip.m_area.index(v3s16(p2d.X, y_start, p2d.Y)); for(s16 y=y_start; y>=y_nodes_min; y--) { - MapNode *n = &vmanip.m_data[i]; + MapNode *n = &data->vmanip.m_data[i]; if(n->getLight(LIGHTBANK_DAY) != 0) { light_sources.insert(v3s16(p2d.X, y, p2d.Y), true); @@ -3497,17 +3263,17 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos, } // Node position in 2d - v2s16 p2d = sectorpos_base*MAP_BLOCKSIZE + v2s16(x,z); + v2s16 p2d = data->sectorpos_base*MAP_BLOCKSIZE + v2s16(x,z); // Loop from top to down { u8 light = LIGHT_SUN; - v3s16 em = vmanip.m_area.getExtent(); + v3s16 em = data->vmanip.m_area.getExtent(); s16 y_start = y_nodes_max; - u32 i = vmanip.m_area.index(v3s16(p2d.X, y_start, p2d.Y)); + u32 i = data->vmanip.m_area.index(v3s16(p2d.X, y_start, p2d.Y)); for(s16 y=y_start; y>=y_nodes_min; y--) { - MapNode *n = &vmanip.m_data[i]; + MapNode *n = &data->vmanip.m_data[i]; if(light_propagates_content(n->d) == false) { light = 0; @@ -3529,19 +3295,19 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos, } // Increment index by y - vmanip.m_area.add_y(em, i, -1); + data->vmanip.m_area.add_y(em, i, -1); } } } #endif - /*for(s16 x=0; x<sectorpos_base_size*MAP_BLOCKSIZE; x++) - for(s16 z=0; z<sectorpos_base_size*MAP_BLOCKSIZE; z++)*/ - /*for(s16 x=0-max_spread_amount+1; - x<sectorpos_base_size*MAP_BLOCKSIZE+max_spread_amount-1; + /*for(s16 x=0; x<data->sectorpos_base_size*MAP_BLOCKSIZE; x++) + for(s16 z=0; z<data->sectorpos_base_size*MAP_BLOCKSIZE; z++)*/ + /*for(s16 x=0-data->max_spread_amount+1; + x<data->sectorpos_base_size*MAP_BLOCKSIZE+data->max_spread_amount-1; x++) - for(s16 z=0-max_spread_amount+1; - z<sectorpos_base_size*MAP_BLOCKSIZE+max_spread_amount-1; + for(s16 z=0-data->max_spread_amount+1; + z<data->sectorpos_base_size*MAP_BLOCKSIZE+data->max_spread_amount-1; z++)*/ #if 1 /* @@ -3556,7 +3322,7 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos, z++) { // Node position in 2d - v2s16 p2d = sectorpos_base*MAP_BLOCKSIZE + v2s16(x,z); + v2s16 p2d = data->sectorpos_base*MAP_BLOCKSIZE + v2s16(x,z); /* Apply initial sunlight @@ -3564,12 +3330,12 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos, { u8 light = LIGHT_SUN; bool add_to_sources = false; - v3s16 em = vmanip.m_area.getExtent(); + v3s16 em = data->vmanip.m_area.getExtent(); s16 y_start = y_nodes_max; - u32 i = vmanip.m_area.index(v3s16(p2d.X, y_start, p2d.Y)); + u32 i = data->vmanip.m_area.index(v3s16(p2d.X, y_start, p2d.Y)); for(s16 y=y_start; y>=y_nodes_min; y--) { - MapNode *n = &vmanip.m_data[i]; + MapNode *n = &data->vmanip.m_data[i]; if(light_propagates_content(n->d) == false) { @@ -3599,8 +3365,8 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos, { v3s16 dirp = dirs4[di]; u32 i2 = i; - vmanip.m_area.add_p(em, i2, dirp); - MapNode *n2 = &vmanip.m_data[i2]; + data->vmanip.m_area.add_p(em, i2, dirp); + MapNode *n2 = &data->vmanip.m_data[i2]; if( n2->d != CONTENT_AIR && n2->d != CONTENT_WATERSOURCE @@ -3623,76 +3389,160 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos, } // Increment index by y - vmanip.m_area.add_y(em, i, -1); + data->vmanip.m_area.add_y(em, i, -1); } } } #endif -#if 0 - for(s16 x=lighting_min_d+1; - x<=lighting_max_d-1; - x++) - for(s16 z=lighting_min_d+1; - z<=lighting_max_d-1; - z++) + }//timer1 + + // Spread light around { - // Node position in 2d - v2s16 p2d = sectorpos_base*MAP_BLOCKSIZE + v2s16(x,z); + TimeTaker timer("makeChunk() spreadLight"); + data->vmanip.spreadLight(LIGHTBANK_DAY, light_sources); + } + + /* + Generation ended + */ + + timer_generate.stop(); +} + +//################################################################### +//################################################################### +//################################################################### +//################################################################### +//################################################################### +//################################################################### +//################################################################### +//################################################################### +//################################################################### +//################################################################### +//################################################################### +//################################################################### +//################################################################### +//################################################################### +//################################################################### + +MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos, + core::map<v3s16, MapBlock*> &changed_blocks, + bool force) +{ + DSTACK(__FUNCTION_NAME); + + /* + Don't generate if already fully generated + */ + if(force == false) + { + MapChunk *chunk = getChunk(chunkpos); + if(chunk != NULL && chunk->getGenLevel() == GENERATED_FULLY) + { + dstream<<"generateChunkRaw(): Chunk " + <<"("<<chunkpos.X<<","<<chunkpos.Y<<")" + <<" already generated"<<std::endl; + return chunk; + } + } + + dstream<<"generateChunkRaw(): Generating chunk " + <<"("<<chunkpos.X<<","<<chunkpos.Y<<")" + <<std::endl; + + TimeTaker timer("generateChunkRaw()"); + + // The distance how far into the neighbors the generator is allowed to go. + s16 max_spread_amount_sectors = 2; + assert(max_spread_amount_sectors <= m_chunksize); + s16 max_spread_amount = max_spread_amount_sectors * MAP_BLOCKSIZE; + + s16 y_blocks_min = -4; + s16 y_blocks_max = 3; + + v2s16 sectorpos_base = chunk_to_sector(chunkpos); + s16 sectorpos_base_size = m_chunksize; + + v2s16 sectorpos_bigbase = + sectorpos_base - v2s16(1,1) * max_spread_amount_sectors; + s16 sectorpos_bigbase_size = + sectorpos_base_size + 2 * max_spread_amount_sectors; + + ChunkMakeData data; + data.seed = m_seed; + data.y_blocks_min = y_blocks_min; + data.y_blocks_max = y_blocks_max; + data.sectorpos_base = sectorpos_base; + data.sectorpos_base_size = sectorpos_base_size; + data.sectorpos_bigbase = sectorpos_bigbase; + data.sectorpos_bigbase_size = sectorpos_bigbase_size; + data.max_spread_amount = max_spread_amount; + + /* + Create the whole area of this and the neighboring chunks + */ + { + TimeTaker timer("generateChunkRaw() create area"); - /* - Apply initial sunlight - */ + for(s16 x=0; x<sectorpos_bigbase_size; x++) + for(s16 z=0; z<sectorpos_bigbase_size; z++) { - u8 light = LIGHT_SUN; - v3s16 em = vmanip.m_area.getExtent(); - s16 y_start = y_nodes_max; - u32 i = vmanip.m_area.index(v3s16(p2d.X, y_start, p2d.Y)); - for(s16 y=y_start; y>=y_nodes_min; y--) + v2s16 sectorpos = sectorpos_bigbase + v2s16(x,z); + ServerMapSector *sector = createSector(sectorpos); + assert(sector); + + for(s16 y=y_blocks_min; y<=y_blocks_max; y++) { - MapNode *n = &vmanip.m_data[i]; + v3s16 blockpos(sectorpos.X, y, sectorpos.Y); + MapBlock *block = createBlock(blockpos); - if(light_propagates_content(n->d) == false) - { - light = 0; - } - else if(light != LIGHT_SUN - || sunlight_propagates_content(n->d) == false) - { - if(light > 0) - light--; - } - - n->setLight(LIGHTBANK_DAY, light); - n->setLight(LIGHTBANK_NIGHT, 0); - - // This doesn't take much time - if(light != 0) - { - // Insert light source - light_sources.insert(v3s16(p2d.X, y, p2d.Y), true); - } - - // Increment index by y - vmanip.m_area.add_y(em, i, -1); + // Lighting won't be calculated + //block->setLightingExpired(true); + // Lighting will be calculated + block->setLightingExpired(false); + + /* + Block gets sunlight if this is true. + + This should be set to true when the top side of a block + is completely exposed to the sky. + + Actually this doesn't matter now because the + initial lighting is done here. + */ + block->setIsUnderground(y != y_blocks_max); } } } -#endif - - }//timer1 + + /* + Now we have a big empty area. - // Spread light around + Make a ManualMapVoxelManipulator that contains this and the + neighboring chunks + */ + + v3s16 bigarea_blocks_min( + sectorpos_bigbase.X, + y_blocks_min, + sectorpos_bigbase.Y + ); + v3s16 bigarea_blocks_max( + sectorpos_bigbase.X + sectorpos_bigbase_size - 1, + y_blocks_max, + sectorpos_bigbase.Y + sectorpos_bigbase_size - 1 + ); + + data.vmanip.setMap(this); + // Add the area { - TimeTaker timer("generateChunkRaw() spreadLight"); - vmanip.spreadLight(LIGHTBANK_DAY, light_sources); + TimeTaker timer("generateChunkRaw() initialEmerge"); + data.vmanip.initialEmerge(bigarea_blocks_min, bigarea_blocks_max); } - /* - Generation ended - */ - - timer_generate.stop(); + // Generate stuff + makeChunk(&data); /* Blit generated stuff to map @@ -3700,7 +3550,7 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos, { // 70ms @cs=8 //TimeTaker timer("generateChunkRaw() blitBackAll"); - vmanip.blitBackAll(&changed_blocks); + data.vmanip.blitBackAll(&changed_blocks); } /* @@ -731,6 +731,9 @@ class ManualMapVoxelManipulator : public MapVoxelManipulator public: ManualMapVoxelManipulator(Map *map); virtual ~ManualMapVoxelManipulator(); + + void setMap(Map *map) + {m_map = map;} virtual void emerge(VoxelArea a, s32 caller_id=-1); diff --git a/src/server.cpp b/src/server.cpp index 04d204a2a..c5703bf33 100644 --- a/src/server.cpp +++ b/src/server.cpp @@ -139,6 +139,22 @@ void * EmergeThread::Thread() bool got_block = true; core::map<v3s16, MapBlock*> modified_blocks; + bool only_from_disk = false; + + if(optional) + only_from_disk = true; + + /* + TODO: Map loading logic here, so that the chunk can be + generated asynchronously: + + - Check limits + With the environment locked: + - Check if block already is loaded and not dummy + - If so, we're ready + - + */ + {//envlock //TimeTaker envlockwaittimer("block emerge envlock wait time"); @@ -151,10 +167,6 @@ void * EmergeThread::Thread() //TimeTaker timer("block emerge (while env locked)"); try{ - bool only_from_disk = false; - - if(optional) - only_from_disk = true; // First check if the block already exists //block = map.getBlockNoCreate(p); @@ -167,28 +179,6 @@ void * EmergeThread::Thread() only_from_disk, changed_blocks, lighting_invalidated_blocks); - -#if 0 - /* - While we're at it, generate some other blocks too - */ - try - { - map.emergeBlock( - p+v3s16(0,1,0), - only_from_disk, - changed_blocks, - lighting_invalidated_blocks); - map.emergeBlock( - p+v3s16(0,-1,0), - only_from_disk, - changed_blocks, - lighting_invalidated_blocks); - } - catch(InvalidPositionException &e) - { - } -#endif } // If it is a dummy, block was not found on disk @@ -3824,34 +3814,6 @@ Player *Server::emergePlayer(const char *name, const char *password, continue; } -#if 0 -// Doesn't work, generating blocks is a bit too complicated for doing here - // Get block at point - v3s16 nodepos3d; - nodepos3d = v3s16(nodepos.X, groundheight+1, nodepos.Y); - v3s16 blockpos = getNodeBlockPos(nodepos3d); - ((ServerMap*)(&m_env.getMap()))->emergeBlock(blockpos); - // Don't go inside ground - try{ - /*v3s16 footpos(nodepos.X, groundheight+1, nodepos.Y); - v3s16 headpos(nodepos.X, groundheight+2, nodepos.Y);*/ - v3s16 footpos = nodepos3d + v3s16(0,0,0); - v3s16 headpos = nodepos3d + v3s16(0,1,0); - if(m_env.getMap().getNode(footpos).d != CONTENT_AIR - || m_env.getMap().getNode(headpos).d != CONTENT_AIR) - { - dstream<<"-> Inside ground"<<std::endl; - // In ground - continue; - } - }catch(InvalidPositionException &e) - { - dstream<<"-> Invalid position"<<std::endl; - // Ignore invalid position - continue; - } -#endif - // Found a good place dstream<<"Searched through "<<i<<" places."<<std::endl; break; diff --git a/src/serverobject.cpp b/src/serverobject.cpp index 3174b75a7..a58ca524d 100644 --- a/src/serverobject.cpp +++ b/src/serverobject.cpp @@ -272,7 +272,7 @@ RatSAO::RatSAO(ServerEnvironment *env, u16 id, v3f pos): ServerActiveObject(env, id, pos), m_speed_f(0,0,0) { - dstream<<"Server: RatSAO created"<<std::endl; + //dstream<<"Server: RatSAO created"<<std::endl; ServerActiveObject::registerType(getType(), create); m_oldpos = v3f(0,0,0); @@ -425,7 +425,7 @@ std::string RatSAO::getClientInitializationData() std::string RatSAO::getStaticData() { - dstream<<__FUNCTION_NAME<<std::endl; + //dstream<<__FUNCTION_NAME<<std::endl; std::ostringstream os(std::ios::binary); // version writeU8(os, 0); |