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* Change some rough/inappropriate language in comments (#9061)random-geek2019-10-24
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* Remove legacy flat-file map coderandom-geek2019-10-23
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* Fix some reference counters (memleak) (#8981)SmallJoker2019-09-24
| | | | | Fix some reference counters (memleak) Map::dispatchEvent: Allocation safety using references
* Improve occlusion culling in corridors with additional checksfan52019-08-24
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* Restore approximate occlusion checksfan52019-08-24
| | | | While less precise, it worked better which is what matters in the end.
* Occlusion: Check for light_propagates and do mapblock bounds checksSmallJoker2019-08-23
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* Occlusion: Begin cleanupSmallJoker2019-08-23
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* Fix unnecessary exception use in 3 more methods (#8791)Jozef Behran2019-08-13
| | | | | | | | | | | | | | | | | | | | | | | | * Fix unnecessary exception use in Server::SendBlocks The code in this method calls getBlockNoCreate and then messes around with try...catch to skip blocks which are not in the memory. Additionally, it repeatedly calls m_env.getMap() inside this loop. Speed the code up by extracting the m_env.getMap() out of the loop and getting rid of the try...catch. * Fix unnecessary exception use in Server::SendBlock Another unnecessary try...catch is slowing down Server::SendBlock. Remove that to speed it up and get a nice side effect of simplifying the code in question. * Fix unnecessary exception use in MMVManip::initialEmerge Remove another unneeded exception usage from MMVManip::initialEmerge to speed that code up and simplify it but be careful to not remove the braces as there is a TimeTaker in use there.
* Fix unnecessary exception use in Map::getSectorXXX (#8792)Jozef Behran2019-08-13
| | | | | | | The Map::getSectorNoGenerate throws an exception but no other code is really dependent on that. Fix the odd instance of misuse in ClientMap::emergeSector and remove the exception throwing version of the method along with the "NoEx" suffixes in the names of these methods.
* Fix unnecessary exception use in Map::isNodeUndergroundJozef Behran2019-08-13
| | | | | | | | | | The isNodeUnderground calls getBlockNoCreate which calls getBlockNoCreateNoEx and throws InvalidPositionException if the returned value is nullptr, which isNodeUnderground then catches to return "false". Remove the try..catch in isNodeUnderground by calling getBlockNoCreateNoEx instead of getBlockNoCreate and checking the returned value for nullptr.
* Merge pull request #8776 from osjc/FixGetNodeJozef Behran2019-08-10
| | | Finish getNode cleanup
* Optimize string (mis)handling (#8128)Jozef Behran2019-05-18
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | * Optimize statbar drawing The texture name of the statbar is a string passed by value. That slows down the client and creates litter in the heap as the content of the string is allocated there. Convert the offending parameter to a const reference to avoid the performance hit. * Optimize texture cache There is an unnecessary temporary created when the texture path is being generated. This slows down the cache each time a new texture is encountered and it needs to be loaded into the cache. Additionally, the heap litter created by this unnecessary temporary is particularly troublesome here as the following code then piles another string (the resulting full path of the texture) on top of it, followed by the texture itself, which both are quite long term objects as they are subsequently inserted into the cache where they can remain for quite a while (especially if the texture turns out to be a common one like dirt, grass or stone). Use std::string.append to get rid of the temporary which solves both issues (speed and heap fragmentation). * Optimize animations in client Each time an animated node is updated, an unnecessary copy of the texture name is created, littering the heap with lots of fragments. This can be specifically troublesome when looking at oceans or large lava lakes as both of these nodes are usually animated (the lava animation is pretty visible). Convert the parameter of GenericCAO::updateTextures to a const reference to get rid of the unnecessary copy. There is a comment stating "std::string copy is mandatory as mod can be a class member and there is a swap on those class members ... do NOT pass by reference", reinforcing the belief that the unnecessary copy is in fact necessary. However one of the first things the code of the method does is to assign the parameter to its class member, creating another copy. By rearranging the code a little bit this "another copy" can then be used by the subsequent code, getting rid of the need to pass the parameter by value and thus saving that copying effort. * Optimize chat console history handling The GUIChatConsole::replaceAndAddToHistory was getting the line to work on by value which turns out to be unnecessary. Get rid of that unnecessary copy by converting the parameter to a const reference. * Optimize gui texture setting The code used to set the texture for GUI components was getting the name of the texture by value, creating unnecessary performance bottleneck for mods/games with heavily textured GUIs. Get rid of the bottleneck by passing the texture name as a const reference. * Optimize sound playing code in GUIEngine The GUIEngine's code receives the specification of the sound to be played by value, which turns out to be most likely a mistake as the underlying sound manager interface receives the same thing by reference. Convert the offending parameter to a const reference to get rid of the rather bulky copying effort and the associated performance hit. * Silence CLANG TIDY warnings for unit tests Change "std::string" to "const std::string &" to avoid an unnecessary local value copy, silencing the CLANG TIDY process. * Optimize formspec handling The "formspec prepend" parameter was passed to the formspec handling code by value, creating unnecessary copy of std::string and slowing down the game if mods add things like textured backgrounds for the player inventory and/or other forms. Get rid of that performance bottleneck by converting the parameter to a const reference. * Optimize hotbar image handling The code that sets the background images for the hotbar is getting the name of the image by value, creating an unnecessary std::string copying effort. Fix that by converting the relevant parameters to const references. * Optimize inventory deserialization The inventory manager deserialization code gets the serialized version of the inventory by value, slowing the server and the client down when there are inventory updates. This can get particularly troublesome with pipeworks which adds nodes that can mess around with inventories automatically or with mods that have mobs with inventories that actively use them. * Optimize texture scaling cache There is an io::path parameter passed by value in the procedure used to add images converted from textures, leading to slowdown when the image is not yet created and the conversion is thus needed. The performance hit is quite significant as io::path is similar to std::string so convert the parameter to a const reference to get rid of it. * Optimize translation file loader Use "std::string::append" when calculating the final index for the translation table to avoid unnecessary temporary strings. This speeds the translation file loader up significantly as std::string uses heap allocation which tends to be rather slow. Additionally, the heap is no longer being littered by these unnecessary string temporaries, increasing performance of code that gets executed after the translation file loader finishes. * Optimize server map saving When the directory structure for the world data is created during server map saving, an unnecessary value passing of the directory name slows things down. Remove that overhead by converting the offending parameter to a const reference.
* Allow an optional readonly base database (#7544)lhofhansl2018-07-25
| | | | | | * Allow an optional readonly base database * Added basic documentation
* Add a MSVC / Windows compatible snprintf function (#7353)nOOb31672018-07-22
| | | Use sizeof where applicable for mt_snprintf
* Variable name fix + structure creation unrolling in lighting codeLoic Blot2018-03-09
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* SAO limits: Allow SAOs to exist outside the set 'mapgen limit'paramat2018-02-26
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* map.cpp: Initialize NodeNeighbor, set NeighborType to u8 & cleanupLoic Blot2018-02-11
| | | | | | | Cleanup: * Drop unused Map::transforming_liquid_size() * NodeNeighbor must use const ref for v3s16 * Add a missing default in a switch case
* Move files to subdirectories (#6599)Vitaliy2017-11-08
| | | | * Move files around
* Fix blocks written by vmanip not being marked as modifiedsfan52017-09-23
| | | | | This bug can be triggered by e.g. calling minetest.place_schematic() and stopping the server immediately afterwards.
* Remove DSTACK support (#6346)Loïc Blot2017-08-30
| | | Debugstacks is not useful, we don't really use it, the DebugStack is not pertinent, gdb and lldb are better if we really want to debug.
* Modernize code: very last fixes (#6290)Loïc Blot2017-08-20
| | | Last modernization fixes
* ServerMap saving: cleanups (#6274)Loïc Blot2017-08-19
| | | | * remove sector meta loading/saving from files which targets dead code (differs_from_disk is always empty) * this remove empty ServerMapSector and ClientMapSector, remove MapSector childs
* Code modernization: src/m* (part 3)Loic Blot2017-08-19
| | | | | | | | * empty function * default constructor/destructor * for range-based loops * use emplace_back instead of push_back * remove some unused headers in some cpp variable
* Code modernization: src/m* (part 2)Loic Blot2017-08-19
| | | | | | | | | * empty function * default constructor/destructor * remove unused Map::emergeSector(a,b) * for range-based loops * migrate a dirs[7] table to direction tables * remove various old unused function
* Modernize various files (src/m*) (#6267)Loïc Blot2017-08-18
| | | | | | | | | | | | * Modernize various files (src/m*) * range-based for loops * code style * C++ headers instead of C headers * Default operators * empty function Thanks to clang-tidy
* Remove unused Map::getDayNightDiff + fix one undefined variable in mapblock.cppLoic Blot2017-07-26
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* Cpp11 initializers 2 (#5999)Loïc Blot2017-06-17
| | | | | | | | | | * C++11 patchset 10: continue cleanup on constructors * Drop obsolete bool MainMenuData::enable_public (setting is called with cURL in server loop) * More classes cleanup * More classes cleanup + change NULL tests to boolean tests
* Properly remove SAO when worldedges are overtaken (#5889)Loïc Blot2017-06-03
| | | | | | | | | | | | * LuaEntitySAO: Remove beyond outermost mapchunk edges Based on a commit by, and with help from, nerzhul. Add 2 functions to class Mapgen: A function to calculate actual mapgen edges, called from the Mapgen constructor. A function called indirectly from content_sao.cpp per entity step to check SAO position is within mapgen edges. * Calculate borders from params not mapgen, which is not available everytime
* Time: Change old `u32` timestamps to 64-bit (#5818)SmallJoker2017-05-26
| | | | MacOSX build fix + cleanups
* Clean up getTime helpersShadowNinja2017-04-28
| | | | | | This increases size of the getTime return values to 64 bits. It also removes the TimeGetter classes since the getTime functions are now very precise.
* Rename Scripting API files for consistencyShadowNinja2017-04-25
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* Player data to Database (#5475)Loïc Blot2017-04-23
| | | | | | | | | | | | * Player data to Database Add player data into databases (SQLite3 & PG only) PostgreSQL & SQLite: better POO Design for databases Add --migrate-players argument to server + deprecation warning * Remove players directory if empty
* Add on_flood() callback.Auke Kok2017-04-22
| | | | | | | | | | | | | | | | | | | | | This callback is called if a liquid definitely floods a non-air node on the map. The callback arguments are (pos, oldnode, newnode) and can return a `bool` value indicating whether flooding the node should be cancelled (`return true` will prevent the node from flooding). Documentation is added, the callback function was tested with a modified minetest_game. Note that `return true` will likely cause the node's `on_flood()` callback to be called every second until the node gets removed, so care must be taken to prevent many callbacks from using this return value. The current default liquid update interval is 1.0 seconds, which isn't unmanageable. The larger aim of this patch is to remove the lava cooling ABM, which is a significant cost to idle servers that have lava on their map. This callback will be much more efficient.
* Light update for map blocksDániel Juhász2017-04-20
| | | | | | | | | This is not really different from the light update of a voxel manipulator. This update does not assume that the lighting was correct before, therefore it is useful for correction. Also expose this function to the Lua API for light correction, and allow voxel manipulators not to update the light.
* Fix various copy instead of const ref reported by cppcheck (part 3) (#5616)Loïc Blot2017-04-20
| | | | * Also remove 2 non declared but defined functions * Make some functions around const ref changes const
* Fix various variables passed by copy instead of const ref (#5610)Loïc Blot2017-04-19
| | | Pointed by cppcheck
* Map generation limit: Make per-worldparamat2017-03-27
| | | | | | | | | | | The setting limits map generation but affects nothing else. Add 'mapgen_limit' to global mapgen parameters. Move 'blockpos_over_mapgen_limit()' to the only place it is called from: map.cpp. Allow teleportation to any part of the world even if over the set mapgen limit. Simplify the reading of this limit in mgvalleys. Remove the 'map_generation_limit' setting.
* Map generation limit: Rewriteparamat2017-03-20
| | | | | | | | | | | | | | The previous implementation applied the setting to blockpos_over_limit(), objectpos_over_limit() and in createSector(), causing many bugs near the world edge. First revert the previous implementation. Rename blockpos_over_limit() to blockpos_over_max_limit() for clarity. Add a new function to mapblock.h called blockpos_over_mapgen_limit() that checks against the map_generation_limit setting, and call this only from the code that decides where mapgen stops. Use MAX_MAP_GENERATION_LIMIT in objectpos_over_limit() to reduce the chance of bugs, there is no need to use map_generation_limit here.
* Update server min protocol version to v24 (#5411)Loïc Blot2017-03-19
| | | | | | | | | | * Update server min protocol version to v24 It's based on @sfan5 stats. See https://kitsunemimi.pw/tmp/serverlist_stats_2017-03-17.txt v24 was bumped 25/08/14 and 0.4.11 was released 25/12/14 * Drop protocol v23 and lesser code
* Allow server side occlusion culling.Lars Hofhansl2017-03-11
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* Light calculation: New bulk node lighting codeDániel Juhász2017-03-11
| | | | | | | | | | | This commit introduces a new bulk node lighting algorithm to minimize lighting bugs during l-system tree generation, schematic placement and non-mapgen-object lua voxelmanip light calculation. If the block above the changed area is not loaded, it gets loaded to avoid lighting bugs. Light is updated as soon as write_to_map is called on a voxel manipulator, therefore update_map does nothing.
* Voxelmanip: Do not emerge or blit to blocks over map gen limitparamat2017-02-18
| | | | | | | | | | | | | | | Placing a structure that extends into mapblocks that extend past map_gen_limit causes a crash. For example a sapling growing at the world edge which adds leaves beyond the edge, or placing a structure using the lua voxelmanip, or placing a schematic or l-system tree. Do not run the 'load_if_inexistent' block of code if the mapblock is over limit, this also marks the mapblock with the flag VMANIP_BLOCK_DATA_INEXIST which later prevents blitting back those mapblocks. This fix therefore uses existing functionality by having the same effect as the 'load_if_inexistent' bool being false.
* Lighting: Update lighting at block loadingDániel Juhász2017-02-13
| | | | | This commit updates mapblocks' light if necessary when they are loaded. This removes ghost lighting.
* Remove `mathconstants.h` and use the correct way to get `M_PI` in MSVC. (#5072)red-0012017-01-20
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* Map generation limit: Cache as 'const' not 'const static'paramat2017-01-08
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* Map generation limit: Fix checks for block/sector over-limitparamat2017-01-08
| | | | | | | | | | | | | | Fix the maths that check if any part of a mapblock or sector is over the set map_generation_limit. Therefore avoid the loading of any over-limit blocks that were previously generated when map_generation_limit was larger. The set limit can vary for a world because it is not yet a per-world mapgen parameter, even when it is sometimes it will be changed deliberately. Therefore avoid a player being returned to world centre if they re-enter a world while being over-limit. Fix the createSector() crash caused by a mob spawning over-limit in an over-limit mapblock
* Improve getPointedThing() (#4346)Dániel Juhász2017-01-04
| | | | | | | | | | | | | | | | | | | * Improved getPointedThing() The new algorithm checks every node exactly once. Now the point and normal vector of the collision is also returned in the PointedThing (currently they are not used outside of the function). Now the CNodeDefManager keeps the union of all possible nodeboxes, so the raycast won't miss any nodes. Also if there are only small nodeboxes, getPointedThing() is exceptionally fast. Also adds unit test for VoxelLineIterator. * Cleanup, code move This commit moves getPointedThing() and Client::getSelectedActiveObject() to ClientEnvironment. The map nodes now can decide which neighbors they are connecting to (MapNode::getNeighbors()).
* Move PP() and PP2() macros to basic_macros.hRogier2016-12-24
| | | | Instead of redefining them everywhere.
* Liquids: Update flow on block loadMillersMan2016-12-07
| | | | | When loading a block add liquid-nodes that might flow away or spread to neighbours to the transforming_liquid queue.
* Liquids: Preserve flow state if 'ignore' is a neighbourMillersMan2016-12-07
| | | | | | | Prevent waterfalls from falling down or streams from flowing away when the source node is in an unloaded block - Nodes near a CONTENT_IGNORE node will be interpreted as if the ignored node is a liquid node that just supports the current state of the nodes in question.