aboutsummaryrefslogtreecommitdiff
path: root/src/object_properties.h
Commit message (Expand)AuthorAge
* Add nametag background setting and object property (#10937)rubenwardy2021-02-17
* Decouple entity minimap markers from nametags replacing with show_on_minimap ...sfan52020-10-19
* Make shading of CAOs optional (#10033)Danila Shutov2020-06-16
* Damage texture modifier (#9833)Lars Müller2020-05-11
* Remove unused weight property from objects (#9320)Wuzzy2020-01-22
* Consistent HP and damage types (#8167)SmallJoker2019-02-10
* Proselytize the network. Use IEEE F32 (#8030)SmallJoker2019-01-03
* Optional alpha channel support for entitiesstujones112018-03-29
* Zoom: Set zoom FOV per-player using a player object propertyparamat2017-12-04
* Player eye height: Make this a settable player object propertyparamat2017-11-06
* Add static_save property to luaentites to not save them statically. (#5112)orwell962017-09-28
* Customizeable max breath for players (#6411)SmallJoker2017-09-15
* Object properties: Add 'glow', disables light's effect if negativeRob Blanckaert2017-09-14
* Zoom: Move enabling zoom to a new player object propertyparamat2017-08-30
* Make entity selection and collision boxes independently settable (#6218)stujones112017-08-24
* C++ modernize: Pragma once (#6264)Loïc Blot2017-08-17
* Cpp11 patchset 11: continue working on constructor style migration (#6004)Loïc Blot2017-06-18
* Hardware coloring for itemstacksDániel Juhász2017-04-08
* v2d & aabbox3d<f32> & sky cleanupsnerzhul2016-02-11
* Show infotext with description for item entitiesRealBadAngel2016-01-18
* Add support for limiting rotation of automatic face movement dir entitysSapier2015-12-19
* Add option to give every object a nametagBlockMen2015-12-15
* Add option to disable backface culling for modelsBlockMen2015-10-25
* Add offset to automatic_face_movement_dirPilzAdam2013-09-10
* Add support for entities to automatic face movement directionsapier2013-08-13
* Add support for setting stepheight for entitiessapier2013-07-30
* Add an option to disable object <-> object collision for Lua entitiesPilzAdam2013-07-20
* Migrate to STL containers/algorithms.Ilya Zhuravlev2013-03-11
* Update Copyright YearsSfan52013-02-24
* Change Minetest-c55 to MinetestPilzAdam2013-02-24
* Framework for the attachment system, new object property which allows changin...MirceaKitsune2012-11-25
* Get the new animation framework properly workingMirceaKitsune2012-11-25
* Joint positioning and rotation code, and fix a problem related to their lua APIMirceaKitsune2012-11-25
* Allow the LUA API to set animations to meshes as well as the animation speed....MirceaKitsune2012-11-25
* Add a subfolder for models and transfer models from server to clientMirceaKitsune2012-11-25
* 3D model support for players using Irrlicht. Also ready the basis for mesh su...MirceaKitsune2012-11-25
* Optimize headersPerttu Ahola2012-06-17
* Switch the license to be LGPLv2/later, with small parts still remaining as GP...Perttu Ahola2012-06-05
* Fix dropped nodeitem visualsPerttu Ahola2012-04-04
* ObjectPropertiesPerttu Ahola2012-03-30
369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612
/*
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.
*/

#include "clientmap.h"
#include "client.h"
#include "mapblock_mesh.h"
#include <IMaterialRenderer.h>
#include <matrix4.h>
#include "mapsector.h"
#include "mapblock.h"
#include "profiler.h"
#include "settings.h"
#include "camera.h"               // CameraModes
#include "util/basic_macros.h"
#include <algorithm>
#include "client/renderingengine.h"

ClientMap::ClientMap(
		Client *client,
		MapDrawControl &control,
		s32 id
):
	Map(dout_client, client),
	scene::ISceneNode(RenderingEngine::get_scene_manager()->getRootSceneNode(),
		RenderingEngine::get_scene_manager(), id),
	m_client(client),
	m_control(control)
{
	m_box = aabb3f(-BS*1000000,-BS*1000000,-BS*1000000,
			BS*1000000,BS*1000000,BS*1000000);

	/* TODO: Add a callback function so these can be updated when a setting
	 *       changes.  At this point in time it doesn't matter (e.g. /set
	 *       is documented to change server settings only)
	 *
	 * TODO: Local caching of settings is not optimal and should at some stage
	 *       be updated to use a global settings object for getting thse values
	 *       (as opposed to the this local caching). This can be addressed in
	 *       a later release.
	 */
	m_cache_trilinear_filter  = g_settings->getBool("trilinear_filter");
	m_cache_bilinear_filter   = g_settings->getBool("bilinear_filter");
	m_cache_anistropic_filter = g_settings->getBool("anisotropic_filter");

}

MapSector * ClientMap::emergeSector(v2s16 p2d)
{
	// Check that it doesn't exist already
	MapSector *sector = getSectorNoGenerate(p2d);

	// Create it if it does not exist yet
	if (!sector) {
		sector = new MapSector(this, p2d, m_gamedef);
		m_sectors[p2d] = sector;
	}

	return sector;
}

void ClientMap::OnRegisterSceneNode()
{
	if(IsVisible)
	{
		SceneManager->registerNodeForRendering(this, scene::ESNRP_SOLID);
		SceneManager->registerNodeForRendering(this, scene::ESNRP_TRANSPARENT);
	}

	ISceneNode::OnRegisterSceneNode();
}

void ClientMap::getBlocksInViewRange(v3s16 cam_pos_nodes,
		v3s16 *p_blocks_min, v3s16 *p_blocks_max)
{
	v3s16 box_nodes_d = m_control.wanted_range * v3s16(1, 1, 1);
	// Define p_nodes_min/max as v3s32 because 'cam_pos_nodes -/+ box_nodes_d'
	// can exceed the range of v3s16 when a large view range is used near the
	// world edges.
	v3s32 p_nodes_min(
		cam_pos_nodes.X - box_nodes_d.X,
		cam_pos_nodes.Y - box_nodes_d.Y,
		cam_pos_nodes.Z - box_nodes_d.Z);
	v3s32 p_nodes_max(
		cam_pos_nodes.X + box_nodes_d.X,
		cam_pos_nodes.Y + box_nodes_d.Y,
		cam_pos_nodes.Z + box_nodes_d.Z);
	// Take a fair amount as we will be dropping more out later
	// Umm... these additions are a bit strange but they are needed.
	*p_blocks_min = v3s16(
			p_nodes_min.X / MAP_BLOCKSIZE - 3,
			p_nodes_min.Y / MAP_BLOCKSIZE - 3,
			p_nodes_min.Z / MAP_BLOCKSIZE - 3);
	*p_blocks_max = v3s16(
			p_nodes_max.X / MAP_BLOCKSIZE + 1,
			p_nodes_max.Y / MAP_BLOCKSIZE + 1,
			p_nodes_max.Z / MAP_BLOCKSIZE + 1);
}

void ClientMap::updateDrawList()
{
	ScopeProfiler sp(g_profiler, "CM::updateDrawList()", SPT_AVG);

	for (auto &i : m_drawlist) {
		MapBlock *block = i.second;
		block->refDrop();
	}
	m_drawlist.clear();

	v3f camera_position = m_camera_position;
	v3f camera_direction = m_camera_direction;
	f32 camera_fov = m_camera_fov;

	// Use a higher fov to accomodate faster camera movements.
	// Blocks are cropped better when they are drawn.
	// Or maybe they aren't? Well whatever.
	camera_fov *= 1.2;

	v3s16 cam_pos_nodes = floatToInt(camera_position, BS);
	v3s16 p_blocks_min;
	v3s16 p_blocks_max;
	getBlocksInViewRange(cam_pos_nodes, &p_blocks_min, &p_blocks_max);

	// Number of blocks with mesh in rendering range
	u32 blocks_in_range_with_mesh = 0;
	// Number of blocks occlusion culled
	u32 blocks_occlusion_culled = 0;

	// No occlusion culling when free_move is on and camera is
	// inside ground
	bool occlusion_culling_enabled = true;
	if (g_settings->getBool("free_move") && g_settings->getBool("noclip")) {
		MapNode n = getNode(cam_pos_nodes);
		if (n.getContent() == CONTENT_IGNORE ||
				m_nodedef->get(n).solidness == 2)
			occlusion_culling_enabled = false;
	}

	// Uncomment to debug occluded blocks in the wireframe mode
	// TODO: Include this as a flag for an extended debugging setting
	//if (occlusion_culling_enabled && m_control.show_wireframe)
	//    occlusion_culling_enabled = porting::getTimeS() & 1;

	for (const auto &sector_it : m_sectors) {
		MapSector *sector = sector_it.second;
		v2s16 sp = sector->getPos();

		if (!m_control.range_all) {
			if (sp.X < p_blocks_min.X || sp.X > p_blocks_max.X ||
					sp.Y < p_blocks_min.Z || sp.Y > p_blocks_max.Z)
				continue;
		}

		MapBlockVect sectorblocks;
		sector->getBlocks(sectorblocks);

		/*
			Loop through blocks in sector
		*/

		u32 sector_blocks_drawn = 0;

		for (MapBlock *block : sectorblocks) {
			/*
				Compare block position to camera position, skip
				if not seen on display
			*/

			if (block->mesh)
				block->mesh->updateCameraOffset(m_camera_offset);

			float range = 100000 * BS;
			if (!m_control.range_all)
				range = m_control.wanted_range * BS;

			float d = 0.0;
			if (!isBlockInSight(block->getPos(), camera_position,
					camera_direction, camera_fov, range, &d))
				continue;


			/*
				Ignore if mesh doesn't exist
			*/
			if (!block->mesh)
				continue;

			blocks_in_range_with_mesh++;

			/*
				Occlusion culling
			*/
			if ((!m_control.range_all && d > m_control.wanted_range * BS) ||
					(occlusion_culling_enabled && isBlockOccluded(block, cam_pos_nodes))) {
				blocks_occlusion_culled++;
				continue;
			}

			// This block is in range. Reset usage timer.
			block->resetUsageTimer();

			// Add to set
			block->refGrab();
			m_drawlist[block->getPos()] = block;

			sector_blocks_drawn++;
		} // foreach sectorblocks

		if (sector_blocks_drawn != 0)
			m_last_drawn_sectors.insert(sp);
	}

	g_profiler->avg("MapBlock meshes in range [#]", blocks_in_range_with_mesh);
	g_profiler->avg("MapBlocks occlusion culled [#]", blocks_occlusion_culled);
	g_profiler->avg("MapBlocks drawn [#]", m_drawlist.size());
}

struct MeshBufList
{
	video::SMaterial m;
	std::vector<scene::IMeshBuffer*> bufs;
};

struct MeshBufListList
{
	/*!
	 * Stores the mesh buffers of the world.
	 * The array index is the material's layer.
	 * The vector part groups vertices by material.
	 */
	std::vector<MeshBufList> lists[MAX_TILE_LAYERS];

	void clear()
	{
		for (auto &list : lists)
			list.clear();
	}

	void add(scene::IMeshBuffer *buf, u8 layer)
	{
		// Append to the correct layer
		std::vector<MeshBufList> &list = lists[layer];
		const video::SMaterial &m = buf->getMaterial();
		for (MeshBufList &l : list) {
			// comparing a full material is quite expensive so we don't do it if
			// not even first texture is equal
			if (l.m.TextureLayer[0].Texture != m.TextureLayer[0].Texture)
				continue;

			if (l.m == m) {
				l.bufs.push_back(buf);
				return;
			}
		}
		MeshBufList l;
		l.m = m;
		l.bufs.push_back(buf);
		list.push_back(l);
	}
};

void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
{
	bool is_transparent_pass = pass == scene::ESNRP_TRANSPARENT;

	std::string prefix;
	if (pass == scene::ESNRP_SOLID)
		prefix = "renderMap(SOLID): ";
	else
		prefix = "renderMap(TRANSPARENT): ";

	/*
		This is called two times per frame, reset on the non-transparent one
	*/
	if (pass == scene::ESNRP_SOLID)
		m_last_drawn_sectors.clear();

	/*
		Get animation parameters
	*/
	float animation_time = m_client->getAnimationTime();
	int crack = m_client->getCrackLevel();
	u32 daynight_ratio = m_client->getEnv().getDayNightRatio();

	v3f camera_position = m_camera_position;
	v3f camera_direction = m_camera_direction;
	f32 camera_fov = m_camera_fov;

	/*
		Get all blocks and draw all visible ones
	*/

	u32 vertex_count = 0;

	// For limiting number of mesh animations per frame
	u32 mesh_animate_count = 0;
	//u32 mesh_animate_count_far = 0;

	/*
		Draw the selected MapBlocks
	*/

	MeshBufListList drawbufs;

	for (auto &i : m_drawlist) {
		MapBlock *block = i.second;

		// If the mesh of the block happened to get deleted, ignore it
		if (!block->mesh)
			continue;

		float d = 0.0;
		if (!isBlockInSight(block->getPos(), camera_position,
				camera_direction, camera_fov, 100000 * BS, &d))
			continue;

		// Mesh animation
		if (pass == scene::ESNRP_SOLID) {
			//MutexAutoLock lock(block->mesh_mutex);
			MapBlockMesh *mapBlockMesh = block->mesh;
			assert(mapBlockMesh);
			// Pretty random but this should work somewhat nicely
			bool faraway = d >= BS * 50;
			if (mapBlockMesh->isAnimationForced() || !faraway ||
					mesh_animate_count < (m_control.range_all ? 200 : 50)) {

				bool animated = mapBlockMesh->animate(faraway, animation_time,
					crack, daynight_ratio);
				if (animated)
					mesh_animate_count++;
			} else {
				mapBlockMesh->decreaseAnimationForceTimer();
			}
		}

		/*
			Get the meshbuffers of the block
		*/
		{
			//MutexAutoLock lock(block->mesh_mutex);

			MapBlockMesh *mapBlockMesh = block->mesh;
			assert(mapBlockMesh);

			for (int layer = 0; layer < MAX_TILE_LAYERS; layer++) {
				scene::IMesh *mesh = mapBlockMesh->getMesh(layer);
				assert(mesh);

				u32 c = mesh->getMeshBufferCount();
				for (u32 i = 0; i < c; i++) {
					scene::IMeshBuffer *buf = mesh->getMeshBuffer(i);

					video::SMaterial& material = buf->getMaterial();
					video::IMaterialRenderer* rnd =
						driver->getMaterialRenderer(material.MaterialType);
					bool transparent = (rnd && rnd->isTransparent());
					if (transparent == is_transparent_pass) {
						if (buf->getVertexCount() == 0)
							errorstream << "Block [" << analyze_block(block)
								<< "] contains an empty meshbuf" << std::endl;

						material.setFlag(video::EMF_TRILINEAR_FILTER,
							m_cache_trilinear_filter);
						material.setFlag(video::EMF_BILINEAR_FILTER,
							m_cache_bilinear_filter);
						material.setFlag(video::EMF_ANISOTROPIC_FILTER,
							m_cache_anistropic_filter);
						material.setFlag(video::EMF_WIREFRAME,
							m_control.show_wireframe);

						drawbufs.add(buf, layer);
					}
				}
			}
		}
	}

	TimeTaker draw("Drawing mesh buffers");

	// Render all layers in order
	for (auto &lists : drawbufs.lists) {
		for (MeshBufList &list : lists) {
			// Check and abort if the machine is swapping a lot
			if (draw.getTimerTime() > 2000) {
				infostream << "ClientMap::renderMap(): Rendering took >2s, " <<
						"returning." << std::endl;
				return;
			}
			driver->setMaterial(list.m);

			for (scene::IMeshBuffer *buf : list.bufs) {
				driver->drawMeshBuffer(buf);
				vertex_count += buf->getVertexCount();
			}
		}
	}
	g_profiler->avg(prefix + "draw meshes [ms]", draw.stop(true));

	// Log only on solid pass because values are the same
	if (pass == scene::ESNRP_SOLID) {
		g_profiler->avg("renderMap(): animated meshes [#]", mesh_animate_count);
	}

	g_profiler->avg(prefix + "vertices drawn [#]", vertex_count);
}

static bool getVisibleBrightness(Map *map, const v3f &p0, v3f dir, float step,
	float step_multiplier, float start_distance, float end_distance,
	const NodeDefManager *ndef, u32 daylight_factor, float sunlight_min_d,
	int *result, bool *sunlight_seen)
{
	int brightness_sum = 0;
	int brightness_count = 0;
	float distance = start_distance;
	dir.normalize();
	v3f pf = p0;
	pf += dir * distance;
	int noncount = 0;
	bool nonlight_seen = false;
	bool allow_allowing_non_sunlight_propagates = false;
	bool allow_non_sunlight_propagates = false;
	// Check content nearly at camera position
	{
		v3s16 p = floatToInt(p0 /*+ dir * 3*BS*/, BS);
		MapNode n = map->getNode(p);
		if(ndef->get(n).param_type == CPT_LIGHT &&
				!ndef->get(n).sunlight_propagates)
			allow_allowing_non_sunlight_propagates = true;
	}
	// If would start at CONTENT_IGNORE, start closer
	{
		v3s16 p = floatToInt(pf, BS);
		MapNode n = map->getNode(p);
		if(n.getContent() == CONTENT_IGNORE){
			float newd = 2*BS;
			pf = p0 + dir * 2*newd;
			distance = newd;
			sunlight_min_d = 0;
		}
	}
	for (int i=0; distance < end_distance; i++) {
		pf += dir * step;
		distance += step;
		step *= step_multiplier;

		v3s16 p = floatToInt(pf, BS);
		MapNode n = map->getNode(p);
		if (allow_allowing_non_sunlight_propagates && i == 0 &&
				ndef->get(n).param_type == CPT_LIGHT &&
				!ndef->get(n).sunlight_propagates) {
			allow_non_sunlight_propagates = true;
		}

		if (ndef->get(n).param_type != CPT_LIGHT ||
				(!ndef->get(n).sunlight_propagates &&
					!allow_non_sunlight_propagates)){
			nonlight_seen = true;
			noncount++;
			if(noncount >= 4)
				break;
			continue;
		}

		if (distance >= sunlight_min_d && !*sunlight_seen && !nonlight_seen)
			if (n.getLight(LIGHTBANK_DAY, ndef) == LIGHT_SUN)
				*sunlight_seen = true;
		noncount = 0;
		brightness_sum += decode_light(n.getLightBlend(daylight_factor, ndef));
		brightness_count++;
	}
	*result = 0;
	if(brightness_count == 0)
		return false;
	*result = brightness_sum / brightness_count;
	/*std::cerr<<"Sampled "<<brightness_count<<" points; result="
			<<(*result)<<std::endl;*/
	return true;
}

int ClientMap::getBackgroundBrightness(float max_d, u32 daylight_factor,
		int oldvalue, bool *sunlight_seen_result)
{
	ScopeProfiler sp(g_profiler, "CM::getBackgroundBrightness", SPT_AVG);
	static v3f z_directions[50] = {
		v3f(-100, 0, 0)
	};
	static f32 z_offsets[sizeof(z_directions)/sizeof(*z_directions)] = {
		-1000,
	};

	if(z_directions[0].X < -99){
		for(u32 i=0; i<sizeof(z_directions)/sizeof(*z_directions); i++){
			// Assumes FOV of 72 and 16/9 aspect ratio
			z_directions[i] = v3f(
				0.02 * myrand_range(-100, 100),
				1.0,
				0.01 * myrand_range(-100, 100)
			).normalize();
			z_offsets[i] = 0.01 * myrand_range(0,100);
		}
	}

	int sunlight_seen_count = 0;
	float sunlight_min_d = max_d*0.8;
	if(sunlight_min_d > 35*BS)
		sunlight_min_d = 35*BS;
	std::vector<int> values;
	for(u32 i=0; i<sizeof(z_directions)/sizeof(*z_directions); i++){
		v3f z_dir = z_directions[i];
		core::CMatrix4<f32> a;
		a.buildRotateFromTo(v3f(0,1,0), z_dir);
		v3f dir = m_camera_direction;
		a.rotateVect(dir);
		int br = 0;
		float step = BS*1.5;
		if(max_d > 35*BS)
			step = max_d / 35 * 1.5;
		float off = step * z_offsets[i];
		bool sunlight_seen_now = false;
		bool ok = getVisibleBrightness(this, m_camera_position, dir,
				step, 1.0, max_d*0.6+off, max_d, m_nodedef, daylight_factor,
				sunlight_min_d,
				&br, &sunlight_seen_now);
		if(sunlight_seen_now)
			sunlight_seen_count++;
		if(!ok)
			continue;
		values.push_back(br);
		// Don't try too much if being in the sun is clear
		if(sunlight_seen_count >= 20)
			break;
	}
	int brightness_sum = 0;
	int brightness_count = 0;
	std::sort(values.begin(), values.end());
	u32 num_values_to_use = values.size();
	if(num_values_to_use >= 10)
		num_values_to_use -= num_values_to_use/2;
	else if(num_values_to_use >= 7)
		num_values_to_use -= num_values_to_use/3;
	u32 first_value_i = (values.size() - num_values_to_use) / 2;

	for (u32 i=first_value_i; i < first_value_i + num_values_to_use; i++) {
		brightness_sum += values[i];
		brightness_count++;
	}

	int ret = 0;
	if(brightness_count == 0){
		MapNode n = getNode(floatToInt(m_camera_position, BS));
		if(m_nodedef->get(n).param_type == CPT_LIGHT){
			ret = decode_light(n.getLightBlend(daylight_factor, m_nodedef));
		} else {
			ret = oldvalue;
		}
	} else {
		ret = brightness_sum / brightness_count;
	}

	*sunlight_seen_result = (sunlight_seen_count > 0);
	return ret;
}

void ClientMap::renderPostFx(CameraMode cam_mode)
{
	// Sadly ISceneManager has no "post effects" render pass, in that case we
	// could just register for that and handle it in renderMap().

	MapNode n = getNode(floatToInt(m_camera_position, BS));

	// - If the player is in a solid node, make everything black.
	// - If the player is in liquid, draw a semi-transparent overlay.
	// - Do not if player is in third person mode
	const ContentFeatures& features = m_nodedef->get(n);
	video::SColor post_effect_color = features.post_effect_color;
	if(features.solidness == 2 && !(g_settings->getBool("noclip") &&
			m_client->checkLocalPrivilege("noclip")) &&
			cam_mode == CAMERA_MODE_FIRST)
	{
		post_effect_color = video::SColor(255, 0, 0, 0);
	}
	if (post_effect_color.getAlpha() != 0)
	{
		// Draw a full-screen rectangle
		video::IVideoDriver* driver = SceneManager->getVideoDriver();
		v2u32 ss = driver->getScreenSize();
		core::rect<s32> rect(0,0, ss.X, ss.Y);
		driver->draw2DRectangle(post_effect_color, rect);
	}
}

void ClientMap::PrintInfo(std::ostream &out)
{
	out<<"ClientMap: ";
}