minetest/src/map.h
2012-07-27 02:27:18 +03:00

559 lines
13 KiB
C++

/*
Minetest-c55
Copyright (C) 2010-2011 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.
*/
#ifndef MAP_HEADER
#define MAP_HEADER
#include <jmutex.h>
#include <jmutexautolock.h>
#include <jthread.h>
#include <iostream>
#include <sstream>
#include "irrlichttypes_bloated.h"
#include "mapnode.h"
#include "constants.h"
#include "voxel.h"
#include "modifiedstate.h"
#include "util/container.h"
#include "nodetimer.h"
extern "C" {
#include "sqlite3.h"
}
class ClientMap;
class MapSector;
class ServerMapSector;
class MapBlock;
class NodeMetadata;
class IGameDef;
class IRollbackReportSink;
namespace mapgen{
struct BlockMakeData;
};
/*
MapEditEvent
*/
#define MAPTYPE_BASE 0
#define MAPTYPE_SERVER 1
#define MAPTYPE_CLIENT 2
enum MapEditEventType{
// Node added (changed from air or something else to something)
MEET_ADDNODE,
// Node removed (changed to air)
MEET_REMOVENODE,
// Node metadata of block changed (not knowing which node exactly)
// p stores block coordinate
MEET_BLOCK_NODE_METADATA_CHANGED,
// Anything else (modified_blocks are set unsent)
MEET_OTHER
};
struct MapEditEvent
{
MapEditEventType type;
v3s16 p;
MapNode n;
core::map<v3s16, bool> modified_blocks;
u16 already_known_by_peer;
MapEditEvent():
type(MEET_OTHER),
already_known_by_peer(0)
{
}
MapEditEvent * clone()
{
MapEditEvent *event = new MapEditEvent();
event->type = type;
event->p = p;
event->n = n;
for(core::map<v3s16, bool>::Iterator
i = modified_blocks.getIterator();
i.atEnd()==false; i++)
{
v3s16 p = i.getNode()->getKey();
bool v = i.getNode()->getValue();
event->modified_blocks.insert(p, v);
}
return event;
}
VoxelArea getArea()
{
switch(type){
case MEET_ADDNODE:
return VoxelArea(p);
case MEET_REMOVENODE:
return VoxelArea(p);
case MEET_BLOCK_NODE_METADATA_CHANGED:
{
v3s16 np1 = p*MAP_BLOCKSIZE;
v3s16 np2 = np1 + v3s16(1,1,1)*MAP_BLOCKSIZE - v3s16(1,1,1);
return VoxelArea(np1, np2);
}
case MEET_OTHER:
{
VoxelArea a;
for(core::map<v3s16, bool>::Iterator
i = modified_blocks.getIterator();
i.atEnd()==false; i++)
{
v3s16 p = i.getNode()->getKey();
v3s16 np1 = p*MAP_BLOCKSIZE;
v3s16 np2 = np1 + v3s16(1,1,1)*MAP_BLOCKSIZE - v3s16(1,1,1);
a.addPoint(np1);
a.addPoint(np2);
}
return a;
}
}
return VoxelArea();
}
};
class MapEventReceiver
{
public:
// event shall be deleted by caller after the call.
virtual void onMapEditEvent(MapEditEvent *event) = 0;
};
class Map /*: public NodeContainer*/
{
public:
Map(std::ostream &dout, IGameDef *gamedef);
virtual ~Map();
/*virtual u16 nodeContainerId() const
{
return NODECONTAINER_ID_MAP;
}*/
virtual s32 mapType() const
{
return MAPTYPE_BASE;
}
/*
Drop (client) or delete (server) the map.
*/
virtual void drop()
{
delete this;
}
void addEventReceiver(MapEventReceiver *event_receiver);
void removeEventReceiver(MapEventReceiver *event_receiver);
// event shall be deleted by caller after the call.
void dispatchEvent(MapEditEvent *event);
// On failure returns NULL
MapSector * getSectorNoGenerateNoExNoLock(v2s16 p2d);
// Same as the above (there exists no lock anymore)
MapSector * getSectorNoGenerateNoEx(v2s16 p2d);
// On failure throws InvalidPositionException
MapSector * getSectorNoGenerate(v2s16 p2d);
// Gets an existing sector or creates an empty one
//MapSector * getSectorCreate(v2s16 p2d);
/*
This is overloaded by ClientMap and ServerMap to allow
their differing fetch methods.
*/
virtual MapSector * emergeSector(v2s16 p){ return NULL; }
virtual MapSector * emergeSector(v2s16 p,
core::map<v3s16, MapBlock*> &changed_blocks){ return NULL; }
// Returns InvalidPositionException if not found
MapBlock * getBlockNoCreate(v3s16 p);
// Returns NULL if not found
MapBlock * getBlockNoCreateNoEx(v3s16 p);
/* Server overrides */
virtual MapBlock * emergeBlock(v3s16 p, bool allow_generate=true)
{ return getBlockNoCreateNoEx(p); }
// Returns InvalidPositionException if not found
bool isNodeUnderground(v3s16 p);
bool isValidPosition(v3s16 p);
// throws InvalidPositionException if not found
MapNode getNode(v3s16 p);
// throws InvalidPositionException if not found
void setNode(v3s16 p, MapNode & n);
// Returns a CONTENT_IGNORE node if not found
MapNode getNodeNoEx(v3s16 p);
void unspreadLight(enum LightBank bank,
core::map<v3s16, u8> & from_nodes,
core::map<v3s16, bool> & light_sources,
core::map<v3s16, MapBlock*> & modified_blocks);
void unLightNeighbors(enum LightBank bank,
v3s16 pos, u8 lightwas,
core::map<v3s16, bool> & light_sources,
core::map<v3s16, MapBlock*> & modified_blocks);
void spreadLight(enum LightBank bank,
core::map<v3s16, bool> & from_nodes,
core::map<v3s16, MapBlock*> & modified_blocks);
void lightNeighbors(enum LightBank bank,
v3s16 pos,
core::map<v3s16, MapBlock*> & modified_blocks);
v3s16 getBrightestNeighbour(enum LightBank bank, v3s16 p);
s16 propagateSunlight(v3s16 start,
core::map<v3s16, MapBlock*> & modified_blocks);
void updateLighting(enum LightBank bank,
core::map<v3s16, MapBlock*> & a_blocks,
core::map<v3s16, MapBlock*> & modified_blocks);
void updateLighting(core::map<v3s16, MapBlock*> & a_blocks,
core::map<v3s16, MapBlock*> & modified_blocks);
/*
These handle lighting but not faces.
*/
void addNodeAndUpdate(v3s16 p, MapNode n,
core::map<v3s16, MapBlock*> &modified_blocks);
void removeNodeAndUpdate(v3s16 p,
core::map<v3s16, MapBlock*> &modified_blocks);
/*
Wrappers for the latter ones.
These emit events.
Return true if succeeded, false if not.
*/
bool addNodeWithEvent(v3s16 p, MapNode n);
bool removeNodeWithEvent(v3s16 p);
/*
Takes the blocks at the edges into account
*/
bool getDayNightDiff(v3s16 blockpos);
//core::aabbox3d<s16> getDisplayedBlockArea();
//bool updateChangedVisibleArea();
// Call these before and after saving of many blocks
virtual void beginSave() {return;};
virtual void endSave() {return;};
virtual void save(ModifiedState save_level){assert(0);};
// Server implements this.
// Client leaves it as no-op.
virtual void saveBlock(MapBlock *block){};
/*
Updates usage timers and unloads unused blocks and sectors.
Saves modified blocks before unloading on MAPTYPE_SERVER.
*/
void timerUpdate(float dtime, float unload_timeout,
core::list<v3s16> *unloaded_blocks=NULL);
// Deletes sectors and their blocks from memory
// Takes cache into account
// If deleted sector is in sector cache, clears cache
void deleteSectors(core::list<v2s16> &list);
#if 0
/*
Unload unused data
= flush changed to disk and delete from memory, if usage timer of
block is more than timeout
*/
void unloadUnusedData(float timeout,
core::list<v3s16> *deleted_blocks=NULL);
#endif
// For debug printing. Prints "Map: ", "ServerMap: " or "ClientMap: "
virtual void PrintInfo(std::ostream &out);
void transformLiquids(core::map<v3s16, MapBlock*> & modified_blocks);
/*
Node metadata
These are basically coordinate wrappers to MapBlock
*/
NodeMetadata* getNodeMetadata(v3s16 p);
void setNodeMetadata(v3s16 p, NodeMetadata *meta);
void removeNodeMetadata(v3s16 p);
/*
Node Timers
These are basically coordinate wrappers to MapBlock
*/
NodeTimer getNodeTimer(v3s16 p);
void setNodeTimer(v3s16 p, NodeTimer t);
void removeNodeTimer(v3s16 p);
/*
Misc.
*/
core::map<v2s16, MapSector*> *getSectorsPtr(){return &m_sectors;}
/*
Variables
*/
protected:
std::ostream &m_dout; // A bit deprecated, could be removed
IGameDef *m_gamedef;
core::map<MapEventReceiver*, bool> m_event_receivers;
core::map<v2s16, MapSector*> m_sectors;
// Be sure to set this to NULL when the cached sector is deleted
MapSector *m_sector_cache;
v2s16 m_sector_cache_p;
// Queued transforming water nodes
UniqueQueue<v3s16> m_transforming_liquid;
};
/*
ServerMap
This is the only map class that is able to generate map.
*/
class ServerMap : public Map
{
public:
/*
savedir: directory to which map data should be saved
*/
ServerMap(std::string savedir, IGameDef *gamedef);
~ServerMap();
s32 mapType() const
{
return MAPTYPE_SERVER;
}
/*
Get a sector from somewhere.
- Check memory
- Check disk (doesn't load blocks)
- Create blank one
*/
ServerMapSector * createSector(v2s16 p);
/*
Blocks are generated by using these and makeBlock().
*/
void initBlockMake(mapgen::BlockMakeData *data, v3s16 blockpos);
MapBlock* finishBlockMake(mapgen::BlockMakeData *data,
core::map<v3s16, MapBlock*> &changed_blocks);
// A non-threaded wrapper to the above
MapBlock * generateBlock(
v3s16 p,
core::map<v3s16, MapBlock*> &modified_blocks
);
/*
Get a block from somewhere.
- Memory
- Create blank
*/
MapBlock * createBlock(v3s16 p);
/*
Forcefully get a block from somewhere.
- Memory
- Load from disk
- Generate
*/
MapBlock * emergeBlock(v3s16 p, bool allow_generate=true);
// Helper for placing objects on ground level
s16 findGroundLevel(v2s16 p2d);
/*
Misc. helper functions for fiddling with directory and file
names when saving
*/
void createDirs(std::string path);
// returns something like "map/sectors/xxxxxxxx"
std::string getSectorDir(v2s16 pos, int layout = 2);
// dirname: final directory name
v2s16 getSectorPos(std::string dirname);
v3s16 getBlockPos(std::string sectordir, std::string blockfile);
static std::string getBlockFilename(v3s16 p);
/*
Database functions
*/
// Create the database structure
void createDatabase();
// Verify we can read/write to the database
void verifyDatabase();
// Get an integer suitable for a block
static sqlite3_int64 getBlockAsInteger(const v3s16 pos);
static v3s16 getIntegerAsBlock(sqlite3_int64 i);
// Returns true if the database file does not exist
bool loadFromFolders();
// Call these before and after saving of blocks
void beginSave();
void endSave();
void save(ModifiedState save_level);
//void loadAll();
void listAllLoadableBlocks(core::list<v3s16> &dst);
// Saves map seed and possibly other stuff
void saveMapMeta();
void loadMapMeta();
/*void saveChunkMeta();
void loadChunkMeta();*/
// The sector mutex should be locked when calling most of these
// This only saves sector-specific data such as the heightmap
// (no MapBlocks)
// DEPRECATED? Sectors have no metadata anymore.
void saveSectorMeta(ServerMapSector *sector);
MapSector* loadSectorMeta(std::string dirname, bool save_after_load);
bool loadSectorMeta(v2s16 p2d);
// Full load of a sector including all blocks.
// returns true on success, false on failure.
bool loadSectorFull(v2s16 p2d);
// If sector is not found in memory, try to load it from disk.
// Returns true if sector now resides in memory
//bool deFlushSector(v2s16 p2d);
void saveBlock(MapBlock *block);
// This will generate a sector with getSector if not found.
void loadBlock(std::string sectordir, std::string blockfile, MapSector *sector, bool save_after_load=false);
MapBlock* loadBlock(v3s16 p);
// Database version
void loadBlock(std::string *blob, v3s16 p3d, MapSector *sector, bool save_after_load=false);
// For debug printing
virtual void PrintInfo(std::ostream &out);
bool isSavingEnabled(){ return m_map_saving_enabled; }
u64 getSeed(){ return m_seed; }
private:
// Seed used for all kinds of randomness in generation
u64 m_seed;
std::string m_savedir;
bool m_map_saving_enabled;
#if 0
// Chunk size in MapSectors
// If 0, chunks are disabled.
s16 m_chunksize;
// Chunks
core::map<v2s16, MapChunk*> m_chunks;
#endif
/*
Metadata is re-written on disk only if this is true.
This is reset to false when written on disk.
*/
bool m_map_metadata_changed;
/*
SQLite database and statements
*/
sqlite3 *m_database;
sqlite3_stmt *m_database_read;
sqlite3_stmt *m_database_write;
sqlite3_stmt *m_database_list;
};
class MapVoxelManipulator : public VoxelManipulator
{
public:
MapVoxelManipulator(Map *map);
virtual ~MapVoxelManipulator();
virtual void clear()
{
VoxelManipulator::clear();
m_loaded_blocks.clear();
}
virtual void emerge(VoxelArea a, s32 caller_id=-1);
void blitBack(core::map<v3s16, MapBlock*> & modified_blocks);
protected:
Map *m_map;
/*
key = blockpos
value = block existed when loaded
*/
core::map<v3s16, bool> m_loaded_blocks;
};
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);
void initialEmerge(v3s16 blockpos_min, v3s16 blockpos_max);
// This is much faster with big chunks of generated data
void blitBackAll(core::map<v3s16, MapBlock*> * modified_blocks);
protected:
bool m_create_area;
};
#endif