partly working chunk-based map generator (doesn't save properly, spawn is pretty...
authorPerttu Ahola <celeron55@gmail.com>
Tue, 1 Feb 2011 01:06:02 +0000 (03:06 +0200)
committerPerttu Ahola <celeron55@gmail.com>
Tue, 1 Feb 2011 01:06:02 +0000 (03:06 +0200)
13 files changed:
src/irrlichtwrapper.cpp
src/irrlichtwrapper.h
src/main.cpp
src/map.cpp
src/map.h
src/mapblock.cpp
src/mapblock.h
src/mapnode.h
src/mapsector.cpp
src/server.cpp
src/utility.h
src/voxel.cpp
src/voxel.h

index e5cab98c6cf41838207720636dd82f0deb9fbcdb..a1d37f4bdc9c353cea38481a6c0c123ec9e43097 100644 (file)
@@ -5,6 +5,7 @@
 
 IrrlichtWrapper::IrrlichtWrapper(IrrlichtDevice *device)
 {
+       m_running = true;
        m_main_thread = get_current_thread_id();
        m_device_mutex.Init();
        m_device = device;
@@ -35,6 +36,11 @@ void IrrlichtWrapper::Run()
        }
 }
 
+void IrrlichtWrapper::Shutdown(bool shutdown)
+{
+       m_running = !shutdown;
+}
+
 textureid_t IrrlichtWrapper::getTextureId(const std::string &name)
 {
        u32 id = m_namecache.getId(name);
@@ -73,6 +79,10 @@ video::ITexture* IrrlichtWrapper::getTexture(const TextureSpec &spec)
        }
        else
        {
+               // If irrlicht has shut down, just return NULL
+               if(m_running == false)
+                       return NULL;
+
                // We're gonna ask the result to be put into here
                ResultQueue<TextureSpec, video::ITexture*, u8, u8> result_queue;
                
index 225ae34021fc8680e98d5a4137002f13377def42..965d012080a1aebc46104e6a571e9b8b0af562d6 100644 (file)
@@ -132,11 +132,15 @@ public:
        /*
                These are called from the main thread
        */
+
        IrrlichtWrapper(IrrlichtDevice *device);
        
        // Run queued tasks
        void Run();
 
+       // Shutdown wrapper; this disables queued texture fetching
+       void Shutdown(bool shutdown);
+
        /*
                These are called from other threads
        */
@@ -181,6 +185,8 @@ private:
        /*
                Members
        */
+
+       bool m_running;
        
        // The id of the thread that can (and has to) use irrlicht directly
        threadid_t m_main_thread;
index dc4716fabb35f9b58db33968f78286434145025d..87deefee4a87317c0842a15c5f2a17fa8dd70413 100644 (file)
@@ -288,7 +288,7 @@ FEATURE: Map generator version 2
          where some minerals are found\r
        - Create a system that allows a huge amount of different "map\r
          generator modules/filters"\r
-         \r
+\r
 FEATURE: The map could be generated procedually:\r
       - This would need the map to be generated in larger pieces\r
            - How large? How do they connect to each other?\r
@@ -296,7 +296,10 @@ FEATURE: The map could be generated procedually:
                - Lighting would not have to be necessarily calculated until\r
                  the blocks are actually needed - it would be quite fast\r
                - Something like 64*64*16 MapBlocks?\r
-               - TODO: Separate lighting and block generation\r
+                 - No, MapSectors. And as much as it is efficient to do,\r
+                   64x64 might be too much.\r
+        - FIXME: This is currently halfway done and the generator is\r
+                 fairly broken\r
       * Make the stone level with a heightmap\r
          * Carve out stuff in the stone\r
          * Dump dirt all around, and simulate it falling off steep\r
@@ -311,16 +314,25 @@ FEATURE: The map could be generated procedually:
                        parameter field is free for this.\r
                - Simulate rock falling from cliffs when water has removed\r
                  enough solid rock from the bottom\r
-TODO: Lazy lighting updates:\r
-    - Set updateLighting to ignore MapBlocks with expired lighting,\r
-         except the blocks specified to it\r
-       - When a MapBlock is generated, lighting expires in all blocks\r
-         touching it (26 blocks + self)\r
-       - When a lighting-wise valid MapBlock is needed and lighting of it\r
-         has expired, what to do?\r
 \r
 Doing now:\r
 ----------\r
+# maybe done\r
+* not done\r
+\r
+* Remove all kinds of systems that are made redundant by the new map\r
+  generator\r
+  - Sector heightmaps? At least they should be made redundant.\r
+  - Sector objects\r
+* Do something about AttributeDatabase/List being too slow\r
+* Save chunk metadata on disk\r
+* Change water side textures so that buggy water doesn't look bad\r
+* Make server find the spawning place from the real map data, not from\r
+  the heightmap\r
+* only_from_disk doesn't work that well anymore\r
+* Make the generator to run in background and not blocking block\r
+  placement and transfer\r
+* Fix the strange mineral occurences\r
 \r
 ======================================================================\r
 \r
@@ -1886,6 +1898,9 @@ int main(int argc, char *argv[])
        */\r
        {\r
 \r
+       // This is set to true at the end of the scope\r
+       g_irrlicht->Shutdown(false);\r
+\r
        /*\r
                Draw "Loading" screen\r
        */\r
@@ -3017,6 +3032,14 @@ int main(int argc, char *argv[])
 \r
        delete quick_inventory;\r
 \r
+       /*\r
+               Disable texture fetches and other stuff that is queued\r
+               to be processed by the main loop.\r
+\r
+               This has to be done before client goes out of scope.\r
+       */\r
+       g_irrlicht->Shutdown(true);\r
+\r
        } // client and server are deleted at this point\r
 \r
        } //try\r
index cc1a6d638d4c07c88c4472cabcb86a2d5fc32c08..63fccc432d3478373b4ac10b2ecfea105f2e7509 100644 (file)
@@ -133,6 +133,18 @@ MapBlock * Map::getBlockNoCreateNoEx(v3s16 p3d)
        }
 }
 
+/*MapBlock * Map::getBlockCreate(v3s16 p3d)
+{
+       v2s16 p2d(p3d.X, p3d.Z);
+       MapSector * sector = getSectorCreate(p2d);
+       assert(sector);
+       MapBlock *block = sector->getBlockNoCreate(p3d.Y);
+       if(block)
+               return block;
+       block = sector->createBlankBlock(p3d.Y);
+       return block;
+}*/
+
 f32 Map::getGroundHeight(v2s16 p, bool generate)
 {
        try{
@@ -1724,7 +1736,8 @@ ServerMap::ServerMap(std::string savedir, HMParams hmp, MapParams mp):
        //m_chunksize = 64;
        //m_chunksize = 16;
        //m_chunksize = 8;
-       m_chunksize = 2;
+       m_chunksize = 4;
+       //m_chunksize = 2;
 
        /*
                Experimental and debug stuff
@@ -1739,6 +1752,7 @@ ServerMap::ServerMap(std::string savedir, HMParams hmp, MapParams mp):
                PointAttributeList *list_plants_amount = m_padb.getList("plants_amount");
                PointAttributeList *list_caves_amount = m_padb.getList("caves_amount");
 
+#if 0
                /*
                        NOTE: BEWARE: Too big amount of these will make map generation
                        slow. Especially those that are read by every block emerge.
@@ -1749,13 +1763,13 @@ ServerMap::ServerMap(std::string savedir, HMParams hmp, MapParams mp):
                        15000 points: 40ms
                */
                
-               for(u32 i=0; i<5000; i++)
+               for(u32 i=0; i<500; i++)
                {
                        /*u32 lim = MAP_GENERATION_LIMIT;
                        if(i < 400)
                                lim = 2000;*/
 
-                       u32 lim = 1000 + MAP_GENERATION_LIMIT * i / 5000;
+                       u32 lim = 500 + MAP_GENERATION_LIMIT * i / 500;
 
                        v3s16 p(
                                -lim + myrand()%(lim*2),
@@ -1788,13 +1802,13 @@ ServerMap::ServerMap(std::string savedir, HMParams hmp, MapParams mp):
                        list_plants_amount->addPoint(p, Attribute(plants_amount));
                }
 
-               for(u32 i=0; i<1000; i++)
+               for(u32 i=0; i<500; i++)
                {
                        /*u32 lim = MAP_GENERATION_LIMIT;
                        if(i < 400)
                                lim = 2000;*/
 
-                       u32 lim = 500 + MAP_GENERATION_LIMIT * i / 1000;
+                       u32 lim = 500 + MAP_GENERATION_LIMIT * i / 500;
 
                        v3s16 p(
                                -lim + myrand()%(lim*2),
@@ -1819,13 +1833,13 @@ ServerMap::ServerMap(std::string savedir, HMParams hmp, MapParams mp):
                        list_caves_amount->addPoint(p, Attribute(caves_amount));
                }
                
-               for(u32 i=0; i<5000; i++)
+               for(u32 i=0; i<500; i++)
                {
                        /*u32 lim = MAP_GENERATION_LIMIT;
                        if(i < 400)
                                lim = 2000;*/
 
-                       u32 lim = 1000 + MAP_GENERATION_LIMIT * i / 5000;
+                       u32 lim = 500 + MAP_GENERATION_LIMIT * i / 500;
 
                        v3s16 p(
                                -lim + (myrand()%(lim*2)),
@@ -1896,10 +1910,12 @@ ServerMap::ServerMap(std::string savedir, HMParams hmp, MapParams mp):
                        list_randmax->addPoint(p, Attribute(randmax));
                        list_randfactor->addPoint(p, Attribute(randfactor));
                }
-
-               /*list_baseheight->addPoint(v3s16(0,0,0), Attribute(5));
-               list_randmax->addPoint(v3s16(0,0,0), Attribute(20));
-               list_randfactor->addPoint(v3s16(0,0,0), Attribute(0.6));*/
+#endif
+               
+               // Add only one entry
+               list_baseheight->addPoint(v3s16(0,0,0), Attribute(0));
+               list_randmax->addPoint(v3s16(0,0,0), Attribute(30));
+               list_randfactor->addPoint(v3s16(0,0,0), Attribute(0.45));
 
                // Easy spawn point
                /*list_baseheight->addPoint(v3s16(0,0,0), Attribute(0));
@@ -2010,6 +2026,7 @@ ServerMap::~ServerMap()
        }
 }
 
+#if 0
 MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos)
 {
        // Return if chunk already exists
@@ -2054,58 +2071,998 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos)
                                        <<"("<<sectorpos.X<<","<<sectorpos.Y<<")"
                                        <<std::endl;*/
 
-                       // Generate sector
-                       ServerMapSector *sector = generateSector(sectorpos);
+                       // Generate sector
+                       ServerMapSector *sector = generateSector(sectorpos);
+
+                       /*
+                               Generate main blocks of sector
+                       */
+                       s16 d = 8;
+                       for(s16 y2=-d/2; y2<d/2; y2++)
+                       {
+                               v3s16 p(x,y2,y);
+                               
+                               // Check that the block doesn't exist already
+                               if(sector->getBlockNoCreateNoEx(y2))
+                                       continue;
+                               
+                               generateBlock(p, NULL, sector, changed_blocks,
+                                               lighting_invalidated_blocks);
+
+                               generated_block_count++;
+                       }
+               }
+       }
+
+       dstream<<"generateChunkRaw generated "<<generated_block_count
+                       <<" blocks"<<std::endl;
+
+       /*{
+               TimeTaker timer2("generateChunkRaw() lighting");
+               // Update lighting
+               core::map<v3s16, MapBlock*> lighting_modified_blocks;
+               updateLighting(lighting_invalidated_blocks, lighting_modified_blocks);
+       }*/
+       
+       // Add chunk meta information
+       chunk = new MapChunk();
+       m_chunks.insert(chunkpos, chunk);
+       return chunk;
+}
+
+MapChunk* ServerMap::generateChunk(v2s16 chunkpos)
+{
+       /*
+               Generate chunk and neighbors
+       */
+       for(s16 x=-1; x<=1; x++)
+       for(s16 y=-1; y<=1; y++)
+       {
+               generateChunkRaw(chunkpos + v2s16(x,y));
+       }
+
+       /*
+               Get chunk
+       */
+       MapChunk *chunk = getChunk(chunkpos);
+       assert(chunk);
+       // Set non-volatile
+       chunk->setIsVolatile(false);
+       // Return it
+       return chunk;
+}
+#endif
+
+MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos)
+{
+       dstream<<"WARNING: No-op "<<__FUNCTION_NAME<<" called"<<std::endl;
+       return NULL;
+}
+
+/*
+       Some helper functions
+*/
+
+s16 find_ground_level(VoxelManipulator &vmanip, v2s16 p2d)
+{
+       v3s16 em = vmanip.m_area.getExtent();
+       s16 y_nodes_max = vmanip.m_area.MaxEdge.Y;
+       s16 y_nodes_min = vmanip.m_area.MinEdge.Y;
+       u32 i = vmanip.m_area.index(v3s16(p2d.X, y_nodes_max, p2d.Y));
+       s16 y;
+       for(y=y_nodes_max; y>=y_nodes_min; y--)
+       {
+               MapNode &n = vmanip.m_data[i];
+               if(content_walkable(n.d))
+                       break;
+                       
+               vmanip.m_area.add_y(em, i, -1);
+       }
+       if(y >= y_nodes_min)
+               return y;
+       else
+               return y_nodes_min;
+}
+
+void make_tree(VoxelManipulator &vmanip, v3s16 p0)
+{
+       MapNode treenode(CONTENT_TREE);
+       MapNode leavesnode(CONTENT_LEAVES);
+
+       s16 trunk_h = myrand_range(2, 6);
+       v3s16 p1 = p0;
+       for(s16 ii=0; ii<trunk_h; ii++)
+       {
+               if(vmanip.m_area.contains(p1))
+                       vmanip.m_data[vmanip.m_area.index(p1)] = treenode;
+               p1.Y++;
+       }
+       
+       // p1 is now the last piece of the trunk
+       p1.Y -= 1;
+
+       VoxelArea leaves_a(v3s16(-2,-2,-2), v3s16(2,2,2));
+       SharedPtr<u8> leaves_d(new u8[leaves_a.getVolume()]);
+       for(s32 i=0; i<leaves_a.getVolume(); i++)
+               leaves_d[i] = 0;
+       
+       // Force leaves at near the end of the trunk
+       {
+               s16 d = 1;
+               for(s16 z=-d; z<=d; z++)
+               for(s16 y=-d; y<=d; y++)
+               for(s16 x=-d; x<=d; x++)
+               {
+                       leaves_d[leaves_a.index(v3s16(x,y,z))] = 1;
+               }
+       }
+       
+       // Add leaves randomly
+       for(u32 iii=0; iii<7; iii++)
+       {
+               s16 d = 1;
+
+               v3s16 p(
+                       myrand_range(leaves_a.MinEdge.X, leaves_a.MaxEdge.X-d),
+                       myrand_range(leaves_a.MinEdge.Y, leaves_a.MaxEdge.Y-d),
+                       myrand_range(leaves_a.MinEdge.Z, leaves_a.MaxEdge.Z-d)
+               );
+               
+               for(s16 z=0; z<=d; z++)
+               for(s16 y=0; y<=d; y++)
+               for(s16 x=0; x<=d; x++)
+               {
+                       leaves_d[leaves_a.index(p+v3s16(x,y,z))] = 1;
+               }
+       }
+       
+       // Blit leaves to vmanip
+       for(s16 z=leaves_a.MinEdge.Z; z<=leaves_a.MaxEdge.Z; z++)
+       for(s16 y=leaves_a.MinEdge.Y; y<=leaves_a.MaxEdge.Y; y++)
+       for(s16 x=leaves_a.MinEdge.X; x<=leaves_a.MaxEdge.X; x++)
+       {
+               v3s16 p(x,y,z);
+               p += p1;
+               if(vmanip.m_area.contains(p) == false)
+                       continue;
+               u32 vi = vmanip.m_area.index(p);
+               if(vmanip.m_data[vi].d != CONTENT_AIR)
+                       continue;
+               u32 i = leaves_a.index(x,y,z);
+               if(leaves_d[i] == 1)
+                       vmanip.m_data[vi] = leavesnode;
+       }
+}
+
+MapChunk* ServerMap::generateChunk(v2s16 chunkpos)
+{
+       TimeTaker timer("generateChunk()");
+       
+       // The distance how far into the neighbors the generator is allowed to go
+       s16 max_spread_amount = m_chunksize * MAP_BLOCKSIZE / 2 + 2;
+       // 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 = m_chunksize*MAP_BLOCKSIZE/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;
+
+       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_min + sectorpos_bigbase_size - 1,
+               sectorpos_bigbase.Y + sectorpos_bigbase_size - 1
+       );
+
+       /*
+               Create the whole area of this and the neighboring chunks
+       */
+       {
+               TimeTaker timer("generateChunk() 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);
+
+                               /*
+                                       TODO: Do this better.
+                                       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.
+                               */
+                               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("generateChunk() initialEmerge");
+               vmanip.initialEmerge(bigarea_blocks_min, bigarea_blocks_max);
+       }
+
+       TimeTaker timer_generate("generateChunk() generate");
+
+       /*
+               Generate general ground level to full area
+       */
+
+       for(s16 x=0; x<sectorpos_bigbase_size*MAP_BLOCKSIZE; x++)
+       for(s16 z=0; z<sectorpos_bigbase_size*MAP_BLOCKSIZE; z++)
+       {
+               // Node position
+               v2s16 p2d = 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)
+                               continue;
+               }
+
+               // Ground height at this point
+               float surface_y_f = 0.0;
+               /*
+                       A hack to get the ground height from the sector.
+                       Do this better.
+               */
+               {
+                       v2s16 sectorpos = getContainerPos(p2d, MAP_BLOCKSIZE);
+                       v2s16 sector_relpos = p2d - sectorpos*MAP_BLOCKSIZE;
+                       MapSector *sector = getSectorNoGenerate(sectorpos);
+                       assert(sector);
+                       float h = sector->getGroundHeight(sector_relpos);
+                       if(h > GROUNDHEIGHT_VALID_MINVALUE)
+                               surface_y_f = h;
+                       else
+                               dstream<<"WARNING: "<<__FUNCTION_NAME
+                               <<": sector->getGroundHeight returned bad height"<<std::endl;
+               }
+               // Convert to integer
+               s16 surface_y = (s16)surface_y_f;
+
+               /*
+                       Fill ground with stone
+               */
+               {
+                       // Use fast index incrementing
+                       v3s16 em = vmanip.m_area.getExtent();
+                       u32 i = 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;
+
+                               vmanip.m_area.add_y(em, i, 1);
+                       }
+               }
+       }
+
+       /*
+               Add some random stone obstacles
+       */
+
+       for(u32 ri=0; ri<10; ri++)
+       {
+               // The size of these could actually be m_chunksize*MAP_BLOCKSIZE*2
+               v3s16 ob_size(
+                       myrand_range(5, stone_obstacle_max_size),
+                       myrand_range(0, 15),
+                       myrand_range(5, stone_obstacle_max_size)
+               );
+               v2s16 ob_place(
+                       myrand_range(0, sectorpos_base_size*MAP_BLOCKSIZE-1),
+                       myrand_range(0, sectorpos_base_size*MAP_BLOCKSIZE-1)
+               );
+               
+               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++;
+                                               
+                                       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; y++)
+                               {
+                                       MapNode &n = vmanip.m_data[i];
+                                       n.d = CONTENT_STONE;
+                                       count++;
+                                       if(count >= ob_size.Y)
+                                               break;
+                                               
+                                       vmanip.m_area.add_y(em, i, 1);
+                               }
+                               // Add mud
+                               count = 0;
+                               for(; y<=y_nodes_max; 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);
+                               }
+                       }
+
+               }
+       }
+
+       /*
+               Make dungeons
+       */
+       for(u32 jj=0; jj<2; jj++)
+       {
+               s16 max_tunnel_diameter = 8;
+
+               // Allowed route area size in nodes
+               v3s16 ar(
+                       sectorpos_base_size*MAP_BLOCKSIZE,
+                       h_blocks*MAP_BLOCKSIZE,
+                       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
+               );
+
+               // Allow a bit more
+               //(this should be more than the maximum radius of the tunnel)
+               s16 more = max_spread_amount - max_tunnel_diameter/2 - 1;
+               ar += v3s16(1,0,1) * more * 2;
+               of -= v3s16(1,0,1) * more;
+               
+               // Randomize starting position
+               v3f orp(
+                       (float)(myrand()%ar.X)+0.5,
+                       (float)(myrand()%ar.Y)+0.5,
+                       (float)(myrand()%ar.Z)+0.5
+               );
+
+               MapNode airnode(CONTENT_AIR);
+               
+               /*
+                       Generate some tunnel starting from orp
+               */
+
+               for(u16 j=0; j<10; j++)
+               {
+                       /*v3f rp(
+                               (float)(myrand()%ar.X)+0.5,
+                               (float)(myrand()%ar.Y)+0.5,
+                               (float)(myrand()%ar.Z)+0.5
+                       );
+                       v3f vec = rp - orp;*/
+                       
+                       v3s16 maxlen(60, 10, 60);
+                       v3f vec(
+                               (float)(myrand()%(maxlen.X*2))-(float)maxlen.X,
+                               (float)(myrand()%(maxlen.Y*2))-(float)maxlen.Y,
+                               (float)(myrand()%(maxlen.Z*2))-(float)maxlen.Z
+                       );
+                       v3f rp = orp + vec;
+                       if(rp.X < 0)
+                               rp.X = 0;
+                       else if(rp.X >= ar.X)
+                               rp.X = ar.X;
+                       if(rp.Y < 0)
+                               rp.Y = 0;
+                       else if(rp.Y >= ar.Y)
+                               rp.Y = ar.Y;
+                       if(rp.Z < 0)
+                               rp.Z = 0;
+                       else if(rp.Z >= ar.Z)
+                               rp.Z = ar.Z;
+                       vec = rp - orp;
+
+                       // Randomize size
+                       s16 min_d = 0;
+                       s16 max_d = max_tunnel_diameter;
+                       s16 rs = myrand_range(min_d, max_d);
+                       
+                       for(float f=0; f<1.0; f+=1.0/vec.getLength())
+                       {
+                               v3f fp = orp + vec * f;
+                               v3s16 cp(fp.X, fp.Y, fp.Z);
+                               s16 d0 = -rs/2;
+                               s16 d1 = d0 + rs - 1;
+                               for(s16 z0=d0; z0<=d1; z0++)
+                               {
+                                       s16 si = rs - abs(z0);
+                                       for(s16 x0=-si; x0<=si-1; x0++)
+                                       {
+                                               s16 si2 = rs - abs(x0);
+                                               for(s16 y0=-si2+1; y0<=si2-1; y0++)
+                                               {
+                                                       s16 z = cp.Z + z0;
+                                                       s16 y = cp.Y + y0;
+                                                       s16 x = cp.X + x0;
+                                                       v3s16 p(x,y,z);
+                                                       /*if(isInArea(p, ar) == false)
+                                                               continue;*/
+                                                       // Check only height
+                                                       if(y < 0 || y >= ar.Y)
+                                                               continue;
+                                                       p += of;
+                                                       
+                                                       assert(vmanip.m_area.contains(p));
+                                                       
+                                                       // Just set it to air, it will be changed to
+                                                       // water afterwards
+                                                       u32 i = vmanip.m_area.index(p);
+                                                       vmanip.m_data[i] = airnode;
+                                               }
+                                       }
+                               }
+                       }
+
+                       orp = rp;
+               }
+       
+       }
+
+       /*
+               Make ore veins
+       */
+       for(u32 jj=0; jj<1000; jj++)
+       {
+               s16 max_vein_diameter = 3;
+
+               // Allowed route area size in nodes
+               v3s16 ar(
+                       sectorpos_base_size*MAP_BLOCKSIZE,
+                       h_blocks*MAP_BLOCKSIZE,
+                       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
+               );
+
+               // Allow a bit more
+               //(this should be more than the maximum radius of the tunnel)
+               s16 more = max_spread_amount - max_vein_diameter/2 - 1;
+               ar += v3s16(1,0,1) * more * 2;
+               of -= v3s16(1,0,1) * more;
+               
+               // Randomize starting position
+               v3f orp(
+                       (float)(myrand()%ar.X)+0.5,
+                       (float)(myrand()%ar.Y)+0.5,
+                       (float)(myrand()%ar.Z)+0.5
+               );
+
+               // Randomize mineral
+               u8 mineral = myrand_range(1, MINERAL_COUNT-1);
+
+               /*
+                       Generate some vein starting from orp
+               */
+
+               for(u16 j=0; j<2; j++)
+               {
+                       /*v3f rp(
+                               (float)(myrand()%ar.X)+0.5,
+                               (float)(myrand()%ar.Y)+0.5,
+                               (float)(myrand()%ar.Z)+0.5
+                       );
+                       v3f vec = rp - orp;*/
+                       
+                       v3s16 maxlen(10, 10, 10);
+                       v3f vec(
+                               (float)(myrand()%(maxlen.X*2))-(float)maxlen.X,
+                               (float)(myrand()%(maxlen.Y*2))-(float)maxlen.Y,
+                               (float)(myrand()%(maxlen.Z*2))-(float)maxlen.Z
+                       );
+                       v3f rp = orp + vec;
+                       if(rp.X < 0)
+                               rp.X = 0;
+                       else if(rp.X >= ar.X)
+                               rp.X = ar.X;
+                       if(rp.Y < 0)
+                               rp.Y = 0;
+                       else if(rp.Y >= ar.Y)
+                               rp.Y = ar.Y;
+                       if(rp.Z < 0)
+                               rp.Z = 0;
+                       else if(rp.Z >= ar.Z)
+                               rp.Z = ar.Z;
+                       vec = rp - orp;
+
+                       // Randomize size
+                       s16 min_d = 0;
+                       s16 max_d = max_vein_diameter;
+                       s16 rs = myrand_range(min_d, max_d);
+                       
+                       for(float f=0; f<1.0; f+=1.0/vec.getLength())
+                       {
+                               v3f fp = orp + vec * f;
+                               v3s16 cp(fp.X, fp.Y, fp.Z);
+                               s16 d0 = -rs/2;
+                               s16 d1 = d0 + rs - 1;
+                               for(s16 z0=d0; z0<=d1; z0++)
+                               {
+                                       s16 si = rs - abs(z0);
+                                       for(s16 x0=-si; x0<=si-1; x0++)
+                                       {
+                                               s16 si2 = rs - abs(x0);
+                                               for(s16 y0=-si2+1; y0<=si2-1; y0++)
+                                               {
+                                                       // Don't put mineral to every place
+                                                       if(myrand()%5 != 0)
+                                                               continue;
+
+                                                       s16 z = cp.Z + z0;
+                                                       s16 y = cp.Y + y0;
+                                                       s16 x = cp.X + x0;
+                                                       v3s16 p(x,y,z);
+                                                       /*if(isInArea(p, ar) == false)
+                                                               continue;*/
+                                                       // Check only height
+                                                       if(y < 0 || y >= ar.Y)
+                                                               continue;
+                                                       p += of;
+                                                       
+                                                       assert(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];
+                                                       if(n->d == CONTENT_STONE)
+                                                               n->param = mineral;
+                                               }
+                                       }
+                               }
+                       }
+
+                       orp = rp;
+               }
+       
+       }
+
+       /*
+               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++)
+       {
+               // Node position in 2d
+               v2s16 p2d = sectorpos_base*MAP_BLOCKSIZE + v2s16(x,z);
+               
+               // Find ground level
+               s16 surface_y = find_ground_level(vmanip, p2d);
+
+               /*
+                       Add mud on ground
+               */
+               {
+                       s16 mudcount = 0;
+                       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));
+                       for(s16 y=y_start; y<=y_nodes_max; y++)
+                       {
+                               MapNode &n = vmanip.m_data[i];
+                               n.d = CONTENT_MUD;
+                               mudcount++;
+                               if(mudcount >= 3)
+                                       break;
+                                       
+                               vmanip.m_area.add_y(em, i, 1);
+                       }
+               }
+
+       }
+
+       /*
+               Flow mud away from steep edges
+       */
+
+       // Iterate a few times
+       for(s16 k=0; k<4; k++)
+       {
+
+       for(s16 x=0-max_spread_amount+1;
+                       x<sectorpos_base_size*MAP_BLOCKSIZE+max_spread_amount-1;
+                       x++)
+       for(s16 z=0-max_spread_amount+1;
+                       z<sectorpos_base_size*MAP_BLOCKSIZE+max_spread_amount-1;
+                       z++)
+       {
+               // Node position in 2d
+               v2s16 p2d = 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));
+               s16 y;
+               // Go to ground level
+               for(y=y_nodes_max; y>=y_nodes_min; y--)
+               {
+                       MapNode &n = vmanip.m_data[i];
+                       //if(n.d != CONTENT_AIR)
+                       if(content_walkable(n.d))
+                               break;
+                               
+                       vmanip.m_area.add_y(em, i, -1);
+               }
+
+               // If not mud, do nothing to it
+               MapNode *n = &vmanip.m_data[i];
+               if(n->d != CONTENT_MUD)
+                       continue;
+
+               v3s16 dirs4[4] = {
+                       v3s16(0,0,1), // back
+                       v3s16(1,0,0), // right
+                       v3s16(0,0,-1), // front
+                       v3s16(-1,0,0), // left
+               };
+
+               // Drop mud on side
+               
+               for(u32 di=0; di<4; di++)
+               {
+                       v3s16 dirp = dirs4[di];
+                       u32 i2 = i;
+                       // Check that side is air
+                       vmanip.m_area.add_p(em, i2, dirp);
+                       MapNode *n2 = &vmanip.m_data[i2];
+                       if(content_walkable(n2->d))
+                               continue;
+                       // Check that under side is air
+                       vmanip.m_area.add_y(em, i2, -1);
+                       n2 = &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);
+                               n2 = &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];
+
+                       // Move mud to new place
+                       *n2 = *n;
+                       // Set old place to be air
+                       *n = MapNode(CONTENT_AIR);
+
+                       #if 0
+                       // Switch mud and other and change mud source to air
+                       //MapNode tempnode = *n2;
+                       *n2 = *n;
+                       //*n = tempnode;
+                       // Force old mud position to be air
+                       n->d = CONTENT_AIR;
+                       #endif
+
+                       // Done
+                       break;
+               }
+       }
+       
+       }
+
+       /*
+               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;
+                       x++)
+       for(s16 z=0-max_spread_amount;
+                       z<sectorpos_base_size*MAP_BLOCKSIZE+max_spread_amount;
+                       z++)
+       {
+               // Node position in 2d
+               v2s16 p2d = sectorpos_base*MAP_BLOCKSIZE + v2s16(x,z);
+               
+               // Find ground level
+               s16 surface_y = find_ground_level(vmanip, p2d);
+
+               // If ground level is over water level, skip.
+               if(surface_y > WATER_LEVEL)
+                       continue;
+
+               /*
+                       Add water on ground
+               */
+               {
+                       v3s16 em = vmanip.m_area.getExtent();
+                       s16 y_start = WATER_LEVEL;
+                       u8 light = LIGHT_MAX;
+                       u32 i = 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];
+                               
+                               // Fill gaps inside water, too
+                               if(n->d != CONTENT_AIR && n->d != CONTENT_WATERSOURCE
+                                               && n->d != CONTENT_WATER)
+                                       break;
+                               
+                               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);
+                               
+                               // Next one
+                               vmanip.m_area.add_y(em, i, -1);
+                               if(light > 0)
+                                       light--;
+                       }
+               }
+
+       }
+
+       /*
+               Plant some trees
+       */
+       {
+               u32 tree_max = 100;
+               
+               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));
+                       // 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);
+               }
+       }
+
+       /*
+               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++)
+       {
+               // Node position in 2d
+               v2s16 p2d = sectorpos_base*MAP_BLOCKSIZE + v2s16(x,z);
+               
+               /*
+                       Find the lowest surface to which enough light ends up
+                       to make grass grow.
+
+                       Basically just wait until not air and not leaves.
+               */
+               s16 surface_y = 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(n.d != CONTENT_AIR
+                                               && n.d != CONTENT_LEAVES)
+                                       break;
+                               vmanip.m_area.add_y(em, i, -1);
+                       }
+                       if(y >= y_nodes_min)
+                               surface_y = y;
+                       else
+                               surface_y = y_nodes_min;
+               }
+               
+               u32 i = vmanip.m_area.index(p2d.X, surface_y, p2d.Y);
+               MapNode *n = &vmanip.m_data[i];
+               if(n->d == CONTENT_MUD)
+                       n->d = CONTENT_GRASS;
+       }
+
+       /*
+               Handle lighting
+       */
+
+       core::map<v3s16, bool> light_sources;
+
+       /*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;
+                       x<sectorpos_base_size*MAP_BLOCKSIZE+max_spread_amount;
+                       x++)
+       for(s16 z=0-max_spread_amount;
+                       z<sectorpos_base_size*MAP_BLOCKSIZE+max_spread_amount;
+                       z++)
+       {
+               // Node position in 2d
+               v2s16 p2d = sectorpos_base*MAP_BLOCKSIZE + v2s16(x,z);
+               
+               /*
+                       Apply initial sunlight
+               */
+               {
+                       v3s16 em = vmanip.m_area.getExtent();
+                       s16 y_start = y_nodes_max;
+                       u8 light = LIGHT_SUN;
+                       u32 i = 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];
+
+                               if(light_propagates_content(n->d) == false)
+                               {
+                                       light = 0;
+                               }
+                               else if(light != LIGHT_SUN
+                                       || sunlight_propagates_content(n->d) == false)
+                               {
+                                       if(light > 0)
+                                               light--;
+                               }
 
-                       /*
-                               Generate main blocks of sector
-                       */
-                       s16 d = 8;
-                       for(s16 y2=-d/2; y2<d/2; y2++)
-                       {
-                               v3s16 p(x,y2,y);
+                               n->setLight(LIGHTBANK_DAY, light);
+                               n->setLight(LIGHTBANK_NIGHT, 0);
                                
-                               // Check that the block doesn't exist already
-                               if(sector->getBlockNoCreateNoEx(y2))
-                                       continue;
+                               if(light != 0)
+                               {
+                                       // Insert light source
+                                       light_sources.insert(v3s16(p2d.X, y, p2d.Y), true);
+                               }
                                
-                               generateBlock(p, NULL, sector, changed_blocks,
-                                               lighting_invalidated_blocks);
-
-                               generated_block_count++;
+                               // Increment index by y
+                               vmanip.m_area.add_y(em, i, -1);
                        }
                }
        }
 
-       dstream<<"generateChunkRaw generated "<<generated_block_count
-                       <<" blocks"<<std::endl;
-
+       // Spread light around
        {
-               TimeTaker timer2("generateChunkRaw() lighting");
-               // Update lighting
-               core::map<v3s16, MapBlock*> lighting_modified_blocks;
-               updateLighting(lighting_invalidated_blocks, lighting_modified_blocks);
+               TimeTaker timer("generateChunk() spreadLight");
+               vmanip.spreadLight(LIGHTBANK_DAY, light_sources);
        }
        
-       // Add chunk meta information
-       chunk = new MapChunk();
-       m_chunks.insert(chunkpos, chunk);
-       return chunk;
-}
+       /*
+               Generation ended
+       */
+
+       timer_generate.stop();
 
-MapChunk* ServerMap::generateChunk(v2s16 chunkpos)
-{
        /*
-               Generate chunk and neighbors
+               Blit generated stuff to map
+       */
+       core::map<v3s16, MapBlock*> modified_blocks;
+       {
+               TimeTaker timer("generateChunk() blitBackAll");
+               vmanip.blitBackAll(&modified_blocks);
+       }
+       /*
+               Update day/night difference cache of the MapBlocks
+       */
+       {
+               for(core::map<v3s16, MapBlock*>::Iterator i = modified_blocks.getIterator();
+                               i.atEnd() == false; i++)
+               {
+                       MapBlock *block = i.getNode()->getValue();
+                       block->updateDayNightDiff();
+               }
+       }
+
+       
+       /*
+               Create chunks and set them volatile
        */
+
        for(s16 x=-1; x<=1; x++)
        for(s16 y=-1; y<=1; y++)
        {
-               generateChunkRaw(chunkpos + v2s16(x,y));
+               v2s16 chunkpos0 = chunkpos + v2s16(x,y);
+               // Add chunk meta information
+               MapChunk *chunk = getChunk(chunkpos);
+               if(chunk == NULL)
+               {
+                       chunk = new MapChunk();
+                       m_chunks.insert(chunkpos0, chunk);
+               }
+               chunk->setIsVolatile(true);
        }
 
        /*
-               Get chunk
+               Set central chunk non-volatile and return it
        */
        MapChunk *chunk = getChunk(chunkpos);
        assert(chunk);
@@ -2115,6 +3072,7 @@ MapChunk* ServerMap::generateChunk(v2s16 chunkpos)
        return chunk;
 }
 
+#if 0
 ServerMapSector * ServerMap::generateSector(v2s16 p2d)
 {
        DSTACK("%s: p2d=(%d,%d)",
@@ -2131,7 +3089,7 @@ ServerMapSector * ServerMap::generateSector(v2s16 p2d)
        */
        if(m_heightmap == NULL)
        {
-               throw InvalidPositionException("emergeSector(): no heightmap");
+               throw InvalidPositionException("generateSector(): no heightmap");
        }
 
        /*
@@ -2141,7 +3099,7 @@ ServerMapSector * ServerMap::generateSector(v2s16 p2d)
        || p2d.X > MAP_GENERATION_LIMIT / MAP_BLOCKSIZE
        || p2d.Y < -MAP_GENERATION_LIMIT / MAP_BLOCKSIZE
        || p2d.Y > MAP_GENERATION_LIMIT / MAP_BLOCKSIZE)
-               throw InvalidPositionException("emergeSector(): pos. over limit");
+               throw InvalidPositionException("generateSector(): pos. over limit");
 
        /*
                Generate sector and heightmaps
@@ -2209,8 +3167,8 @@ ServerMapSector * ServerMap::generateSector(v2s16 p2d)
        
 #if 0
        {
-               //dstream<<"emergeSector(): Reading point attribute lists"<<std::endl;
-               //TimeTaker attrtimer("emergeSector() attribute fetch");
+               //dstream<<"generateSector(): Reading point attribute lists"<<std::endl;
+               //TimeTaker attrtimer("generateSector() attribute fetch");
                
                // Get plant amount from attributes
                PointAttributeList *palist = m_padb.getList("plants_amount");
@@ -2345,8 +3303,9 @@ ServerMapSector * ServerMap::generateSector(v2s16 p2d)
        
        return sector;
 }
+#endif
 
-MapSector * ServerMap::emergeSector(v2s16 p2d)
+ServerMapSector * ServerMap::createSector(v2s16 p2d)
 {
        DSTACK("%s: p2d=(%d,%d)",
                        __FUNCTION_NAME,
@@ -2355,24 +3314,116 @@ MapSector * ServerMap::emergeSector(v2s16 p2d)
        /*
                Check if it exists already in memory
        */
-       MapSector *sector = getSectorNoGenerateNoEx(p2d);
+       ServerMapSector *sector = (ServerMapSector*)getSectorNoGenerateNoEx(p2d);
        if(sector != NULL)
                return sector;
        
        /*
-               Try to load it from disk
+               Try to load it from disk (with blocks)
        */
        if(loadSectorFull(p2d) == true)
        {
-               MapSector *sector = getSectorNoGenerateNoEx(p2d);
+               ServerMapSector *sector = (ServerMapSector*)getSectorNoGenerateNoEx(p2d);
                if(sector == NULL)
                {
-                       dstream<<"ServerMap::emergeSector(): loadSectorFull didn't make a sector"<<std::endl;
+                       dstream<<"ServerMap::createSector(): loadSectorFull didn't make a sector"<<std::endl;
                        throw InvalidPositionException("");
                }
                return sector;
        }
 
+       /*
+               If there is no master heightmap, throw.
+       */
+       if(m_heightmap == NULL)
+       {
+               throw InvalidPositionException("createSector(): no heightmap");
+       }
+
+       /*
+               Do not create over-limit
+       */
+       if(p2d.X < -MAP_GENERATION_LIMIT / MAP_BLOCKSIZE
+       || p2d.X > MAP_GENERATION_LIMIT / MAP_BLOCKSIZE
+       || p2d.Y < -MAP_GENERATION_LIMIT / MAP_BLOCKSIZE
+       || p2d.Y > MAP_GENERATION_LIMIT / MAP_BLOCKSIZE)
+               throw InvalidPositionException("createSector(): pos. over limit");
+
+       /*
+               Generate blank sector
+       */
+       
+       // Number of heightmaps in sector in each direction
+       u16 hm_split = SECTOR_HEIGHTMAP_SPLIT;
+
+       // Heightmap side width
+       s16 hm_d = MAP_BLOCKSIZE / hm_split;
+
+       sector = new ServerMapSector(this, p2d, hm_split);
+       
+       // Sector position on map in nodes
+       v2s16 nodepos2d = p2d * MAP_BLOCKSIZE;
+
+       /*dstream<<"Generating sector ("<<p2d.X<<","<<p2d.Y<<")"
+                       " heightmaps and objects"<<std::endl;*/
+       
+       /*
+               Generate sector heightmap
+       */
+
+       v2s16 mhm_p = p2d * hm_split;
+       /*f32 corners[4] = {
+               m_heightmap->getGroundHeight(mhm_p+v2s16(0,0)*hm_split),
+               m_heightmap->getGroundHeight(mhm_p+v2s16(1,0)*hm_split),
+               m_heightmap->getGroundHeight(mhm_p+v2s16(1,1)*hm_split),
+               m_heightmap->getGroundHeight(mhm_p+v2s16(0,1)*hm_split),
+       };*/
+       
+       // Loop through sub-heightmaps
+       for(s16 y=0; y<hm_split; y++)
+       for(s16 x=0; x<hm_split; x++)
+       {
+               v2s16 p_in_sector = v2s16(x,y);
+               v2s16 mhm_p = p2d * hm_split + p_in_sector;
+               f32 corners[4] = {
+                       m_heightmap->getGroundHeight(mhm_p+v2s16(0,0)),
+                       m_heightmap->getGroundHeight(mhm_p+v2s16(1,0)),
+                       m_heightmap->getGroundHeight(mhm_p+v2s16(1,1)),
+                       m_heightmap->getGroundHeight(mhm_p+v2s16(0,1)),
+               };
+
+               /*dstream<<"p_in_sector=("<<p_in_sector.X<<","<<p_in_sector.Y<<")"
+                               <<" mhm_p=("<<mhm_p.X<<","<<mhm_p.Y<<")"
+                               <<std::endl;*/
+
+               FixedHeightmap *hm = new FixedHeightmap(&m_hwrapper,
+                               mhm_p, hm_d);
+               sector->setHeightmap(p_in_sector, hm);
+
+               //hm->generateContinued(1.0, 0.5, corners);
+               hm->generateContinued(0.5, 0.5, corners);
+
+               //hm->print();
+       }
+       
+       // Add dummy objects
+       core::map<v3s16, u8> *objects = new core::map<v3s16, u8>;
+       sector->setObjects(objects);
+       
+       /*
+               Insert to container
+       */
+       m_sectors.insert(p2d, sector);
+       
+       return sector;
+}
+
+MapSector * ServerMap::emergeSector(v2s16 p2d)
+{
+       DSTACK("%s: p2d=(%d,%d)",
+                       __FUNCTION_NAME,
+                       p2d.X, p2d.Y);
+       
        /*
                Check chunk status
        */
@@ -2383,7 +3434,7 @@ MapSector * ServerMap::emergeSector(v2s16 p2d)
                chunk_exists = true;
 
        /*
-               If chunk is not generated, generate chunk
+               If chunk is not fully generated, generate chunk
        */
        if(chunk_exists == false)
        {
@@ -2394,10 +3445,24 @@ MapSector * ServerMap::emergeSector(v2s16 p2d)
        /*
                Return sector if it exists now
        */
-       sector = getSectorNoGenerateNoEx(p2d);
+       MapSector *sector = getSectorNoGenerateNoEx(p2d);
        if(sector != NULL)
                return sector;
        
+       /*
+               Try to load it from disk
+       */
+       if(loadSectorFull(p2d) == true)
+       {
+               MapSector *sector = getSectorNoGenerateNoEx(p2d);
+               if(sector == NULL)
+               {
+                       dstream<<"ServerMap::emergeSector(): loadSectorFull didn't make a sector"<<std::endl;
+                       throw InvalidPositionException("");
+               }
+               return sector;
+       }
+
        /*
                generateChunk should have generated the sector
        */
@@ -3288,6 +4353,49 @@ continue_generating:
        return block;
 }
 
+MapBlock * ServerMap::createBlock(v3s16 p)
+{
+       DSTACK("%s: p=(%d,%d,%d)",
+                       __FUNCTION_NAME, p.X, p.Y, p.Z);
+       
+       v2s16 p2d(p.X, p.Z);
+       s16 block_y = p.Y;
+       /*
+               This will create or load a sector if not found in memory.
+               If block exists on disk, it will be loaded.
+
+               NOTE: On old save formats, this will be slow, as it generates
+                     lighting on blocks for them.
+       */
+       ServerMapSector *sector;
+       try{
+               sector = (ServerMapSector*)createSector(p2d);
+               assert(sector->getId() == MAPSECTOR_SERVER);
+       }
+       /*catch(InvalidPositionException &e)
+       {
+               dstream<<"createBlock: createSector() failed"<<std::endl;
+               throw e;
+       }*/
+       catch(std::exception &e)
+       {
+               dstream<<"createBlock: createSector() failed: "
+                               <<e.what()<<std::endl;
+               throw e;
+       }
+
+       /*
+               Try to get a block from the sector
+       */
+
+       MapBlock *block = sector->getBlockNoCreateNoEx(block_y);
+       if(block)
+               return block;
+       // Create blank
+       block = sector->createBlankBlock(block_y);
+       return block;
+}
+
 MapBlock * ServerMap::emergeBlock(
                v3s16 p,
                bool only_from_disk,
@@ -3299,10 +4407,6 @@ MapBlock * ServerMap::emergeBlock(
                        __FUNCTION_NAME,
                        p.X, p.Y, p.Z, only_from_disk);
        
-       /*dstream<<"emergeBlock(): "
-                       <<"("<<p.X<<","<<p.Y<<","<<p.Z<<")"
-                       <<std::endl;*/
-                       
        v2s16 p2d(p.X, p.Z);
        s16 block_y = p.Y;
        /*
@@ -4434,7 +5538,6 @@ MapVoxelManipulator::~MapVoxelManipulator()
                        <<std::endl;*/
 }
 
-#if 1
 void MapVoxelManipulator::emerge(VoxelArea a, s32 caller_id)
 {
        TimeTaker timer1("emerge", &emerge_time);
@@ -4492,51 +5595,11 @@ void MapVoxelManipulator::emerge(VoxelArea a, s32 caller_id)
                        }
                }
 
-               m_loaded_blocks.insert(p, true);
+               m_loaded_blocks.insert(p, !block_data_inexistent);
        }
 
        //dstream<<"emerge done"<<std::endl;
 }
-#endif
-
-#if 0
-/*
-       NOTE: This is slow
-*/
-void MapVoxelManipulator::emerge(VoxelArea a, s32 caller_id)
-{
-       TimeTaker timer1("emerge", &emerge_time);
-       
-       v3s16 size = a.getExtent();
-       
-       VoxelArea padded = a;
-       padded.pad(m_area.getExtent() / 4);
-       addArea(padded);
-
-       for(s16 z=0; z<size.Z; z++)
-       for(s16 y=0; y<size.Y; y++)
-       for(s16 x=0; x<size.X; x++)
-       {
-               v3s16 p(x,y,z);
-               s32 i = m_area.index(a.MinEdge + p);
-               // Don't touch nodes that have already been loaded
-               if(!(m_flags[i] & VOXELFLAG_NOT_LOADED))
-                       continue;
-               try
-               {
-                       TimeTaker timer1("emerge load", &emerge_load_time);
-                       MapNode n = m_map->getNode(a.MinEdge + p);
-                       m_data[i] = n;
-                       m_flags[i] = 0;
-               }
-               catch(InvalidPositionException &e)
-               {
-                       m_flags[i] = VOXELFLAG_INEXISTENT;
-               }
-       }
-}
-#endif
-
 
 /*
        SUGG: Add an option to only update eg. water and air nodes.
@@ -4620,23 +5683,8 @@ ManualMapVoxelManipulator::~ManualMapVoxelManipulator()
 
 void ManualMapVoxelManipulator::emerge(VoxelArea a, s32 caller_id)
 {
-       // Just create the area to avoid segfaults
+       // Just create the area so that it can be pointed to
        VoxelManipulator::emerge(a, caller_id);
-
-       /*
-               Just create the area to avoid segfaults
-       */
-       /*addArea(a);
-       for(s32 z=a.MinEdge.Z; z<=a.MaxEdge.Z; z++)
-       for(s32 y=a.MinEdge.Y; y<=a.MaxEdge.Y; y++)
-       for(s32 x=a.MinEdge.X; x<=a.MaxEdge.X; x++)
-       {
-               s32 i = m_area.index(x,y,z);
-               // Don't touch nodes that have already been loaded
-               if(!(m_flags[i] & VOXELFLAG_NOT_LOADED))
-                       continue;
-               m_flags[i] = VOXELFLAG_INEXISTENT;
-       }*/
 }
 
 void ManualMapVoxelManipulator::initialEmerge(
@@ -4681,6 +5729,9 @@ void ManualMapVoxelManipulator::initialEmerge(
 
                if(block_data_inexistent)
                {
+                       /*
+                               Mark area inexistent
+                       */
                        VoxelArea a(p*MAP_BLOCKSIZE, (p+1)*MAP_BLOCKSIZE-v3s16(1,1,1));
                        // Fill with VOXELFLAG_INEXISTENT
                        for(s32 z=a.MinEdge.Z; z<=a.MaxEdge.Z; z++)
@@ -4691,7 +5742,41 @@ void ManualMapVoxelManipulator::initialEmerge(
                        }
                }
 
-               m_loaded_blocks.insert(p, true);
+               m_loaded_blocks.insert(p, !block_data_inexistent);
+       }
+}
+
+void ManualMapVoxelManipulator::blitBackAll(
+               core::map<v3s16, MapBlock*> * modified_blocks)
+{
+       if(m_area.getExtent() == v3s16(0,0,0))
+               return;
+       
+       /*
+               Copy data of all blocks
+       */
+       for(core::map<v3s16, bool>::Iterator
+                       i = m_loaded_blocks.getIterator();
+                       i.atEnd() == false; i++)
+       {
+               bool existed = i.getNode()->getValue();
+               if(existed == false)
+                       continue;
+               v3s16 p = i.getNode()->getKey();
+               MapBlock *block = m_map->getBlockNoCreateNoEx(p);
+               if(block == NULL)
+               {
+                       dstream<<"WARNING: "<<__FUNCTION_NAME
+                                       <<": got NULL block "
+                                       <<"("<<p.X<<","<<p.Y<<","<<p.Z<<")"
+                                       <<std::endl;
+                       continue;
+               }
+
+               block->copyFrom(*this);
+
+               if(modified_blocks)
+                       modified_blocks->insert(p, block);
        }
 }
 
index bc6984c8851e7400c9b356dd1a8e200e8366241d..757f06ab5fe6cfecfcbe6e0c5965932a85299e04 100644 (file)
--- a/src/map.h
+++ b/src/map.h
@@ -93,6 +93,8 @@ public:
        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
@@ -104,6 +106,8 @@ public:
        MapBlock * getBlockNoCreate(v3s16 p);
        // Returns NULL if not found
        MapBlock * getBlockNoCreateNoEx(v3s16 p);
+       // Gets an existing block or creates an empty one
+       //MapBlock * getBlockCreate(v3s16 p);
        
        // Returns InvalidPositionException if not found
        f32 getGroundHeight(v2s16 p, bool generate=false);
@@ -382,12 +386,20 @@ public:
                
                This is mainly called by generateChunkRaw.
        */
-       ServerMapSector * generateSector(v2s16 p);
+       //ServerMapSector * generateSector(v2s16 p);
+       
+       /*
+               Get a sector from somewhere.
+               - Check memory
+               - Check disk (loads blocks also)
+               - Create blank one
+       */
+       ServerMapSector * createSector(v2s16 p);
 
        /*
                Get a sector from somewhere.
                - Check memory
-               - Check disk
+               - Check disk (loads blocks also)
                - Generate chunk
        */
        MapSector * emergeSector(v2s16 p);
@@ -399,6 +411,13 @@ public:
                        core::map<v3s16, MapBlock*> &changed_blocks,
                        core::map<v3s16, MapBlock*> &lighting_invalidated_blocks
        );
+       
+       /*
+               Get a block from somewhere.
+               - Memory
+               - Create blank
+       */
+       MapBlock * createBlock(v3s16 p);
 
        MapBlock * emergeBlock(
                        v3s16 p,
@@ -636,10 +655,8 @@ public:
 protected:
        Map *m_map;
        /*
-               NOTE: This might be used or not
-               bool is dummy value
-               SUGG: How 'bout an another VoxelManipulator for storing the
-                     information about which block is loaded?
+               key = blockpos
+               value = block existed when loaded
        */
        core::map<v3s16, bool> m_loaded_blocks;
 };
@@ -653,8 +670,12 @@ public:
        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
index a7bc730ce076723ce69062fa39c7a6f0ef0210b5..3e20cb4cf6029e9203731b9bec683ffdeb6e7743 100644 (file)
@@ -1309,10 +1309,21 @@ void MapBlock::copyTo(VoxelManipulator &dst)
        v3s16 data_size(MAP_BLOCKSIZE, MAP_BLOCKSIZE, MAP_BLOCKSIZE);
        VoxelArea data_area(v3s16(0,0,0), data_size - v3s16(1,1,1));
        
+       // Copy from data to VoxelManipulator
        dst.copyFrom(data, data_area, v3s16(0,0,0),
                        getPosRelative(), data_size);
 }
 
+void MapBlock::copyFrom(VoxelManipulator &dst)
+{
+       v3s16 data_size(MAP_BLOCKSIZE, MAP_BLOCKSIZE, MAP_BLOCKSIZE);
+       VoxelArea data_area(v3s16(0,0,0), data_size - v3s16(1,1,1));
+       
+       // Copy from VoxelManipulator to data
+       dst.copyTo(data, data_area, v3s16(0,0,0),
+                       getPosRelative(), data_size);
+}
+
 void MapBlock::stepObjects(float dtime, bool server, u32 daynight_ratio)
 {
        /*
index e39db35bdb8dde49caa68134c3a47f199f3347c3..02c072895fa30a1b6f15613ec51c224dd466fca9 100644 (file)
@@ -426,6 +426,8 @@ public:
        
        // Copies data to VoxelManipulator to getPosRelative()
        void copyTo(VoxelManipulator &dst);
+       // Copies data from VoxelManipulator getPosRelative()
+       void copyFrom(VoxelManipulator &dst);
 
        /*
                MapBlockObject stuff
index 07153f934649b1673f4f65e7487734e39e98c90f..4385f9acf118861f6d803bf83a113ef4e77d2636 100644 (file)
@@ -438,6 +438,14 @@ struct MapNode
                param2 = a_param2;
        }
 
+       /*MapNode & operator=(const MapNode &other)
+       {
+               d = other.d;
+               param = other.param;
+               param2 = other.param2;
+               return *this;
+       }*/
+
        bool operator==(const MapNode &other)
        {
                return (d == other.d
index fa1bb68d0dc861e4e83f9844409d336e5d82d915..1fd66879324f674dbae58ab2bfe2e5915bdcbe1e 100644 (file)
@@ -570,10 +570,15 @@ ServerMapSector* ServerMapSector::deSerialize(
 
        if(n != NULL)
        {
-               dstream<<"deSerializing existent sectors not supported "
+               dstream<<"WARNING: deSerializing existent sectors not supported "
                                "at the moment, because code hasn't been tested."
                                <<std::endl;
-               assert(0);
+
+               //assert(0);
+               MapSector *sector = n->getValue();
+               assert(sector->getId() == MAPSECTOR_SERVER);
+               return (ServerMapSector*)sector;
+
                // NOTE: At least hm_split mismatch would have to be checked
                
                //sector = n->getValue();
index 80aa47671849809a9af105f11a190981c03f94a3..28faaf4401b6bfbcc322a250c176ddb73aa79faa 100644 (file)
@@ -606,6 +606,15 @@ void RemoteClient::GetNextBlocks(Server *server, float dtime,
                                {
                                        block_is_invalid = true;
                                }
+                               
+                               v2s16 p2d(p.X, p.Z);
+                               ServerMap *map = (ServerMap*)(&server->m_env.getMap());
+                               v2s16 chunkpos = map->sector_to_chunk(p2d);
+                               MapChunk *chunk = map->getChunk(chunkpos);
+                               if(chunk == NULL)
+                                       block_is_invalid = true;
+                               else if(chunk->getIsVolatile() == true)
+                                       block_is_invalid = true;
                        }
 
                        /*
@@ -3258,7 +3267,8 @@ Player *Server::emergePlayer(const char *name, const char *password,
 
                player->setPosition(intToFloat(v3s16(
                                nodepos.X,
-                               groundheight + 1,
+                               //groundheight + 1,
+                               groundheight + 15,
                                nodepos.Y
                )));
 
index a61de1c37e7815d92e94e9b7b47b801eac39523d..8839887f7606e5f5c02c51b53d22f46271ba235a 100644 (file)
@@ -207,6 +207,10 @@ public:
        {
                return ptr == t;
        }
+       T & operator[](unsigned int i)
+       {
+               return ptr[i];
+       }
 private:
        void drop()
        {
@@ -572,6 +576,15 @@ inline bool isInArea(v2s16 p, s16 d)
        );
 }
 
+inline bool isInArea(v3s16 p, v3s16 d)
+{
+       return (
+               p.X >= 0 && p.X < d.X &&
+               p.Y >= 0 && p.Y < d.Y &&
+               p.Z >= 0 && p.Z < d.Z
+       );
+}
+
 inline s16 rangelim(s16 i, s16 min, s16 max)
 {
        if(i < min)
@@ -1459,6 +1472,13 @@ int myrand(void);
 void mysrand(unsigned seed);
 #define MYRAND_MAX 32767
 
+inline int myrand_range(int min, int max)
+{
+       if(min >= max)
+               return max;
+       return (myrand()%(max-min+1))+min;
+}
+
 /*
        Some kind of a thing that stores attributes related to
        coordinate points
index 02635d3af54a6ae4548ad6f2b4ebf45903a2f848..f60b641f1af7954e3d9fd9cdab1c555d562ab946 100644 (file)
@@ -41,7 +41,6 @@ VoxelManipulator::VoxelManipulator():
        m_data(NULL),
        m_flags(NULL)
 {
-       m_disable_water_climb = false;
 }
 
 VoxelManipulator::~VoxelManipulator()
@@ -221,6 +220,22 @@ void VoxelManipulator::copyFrom(MapNode *src, VoxelArea src_area,
        }
 }
 
+void VoxelManipulator::copyTo(MapNode *dst, VoxelArea dst_area,
+               v3s16 dst_pos, v3s16 from_pos, v3s16 size)
+{
+       for(s16 z=0; z<size.Z; z++)
+       for(s16 y=0; y<size.Y; y++)
+       {
+               s32 i_dst = dst_area.index(dst_pos.X, dst_pos.Y+y, dst_pos.Z+z);
+               s32 i_local = m_area.index(from_pos.X, from_pos.Y+y, from_pos.Z+z);
+               memcpy(&dst[i_dst], &m_data[i_local], size.X*sizeof(MapNode));
+       }
+}
+
+/*
+       Algorithms
+       -----------------------------------------------------
+*/
 
 void VoxelManipulator::clearFlag(u8 flags)
 {
@@ -541,7 +556,7 @@ void VoxelManipulator::spreadLight(enum LightBank bank, v3s16 p)
        Lights neighbors of from_nodes, collects all them and then
        goes on recursively.
 
-       NOTE: This is faster in small areas but will overflow the
+       NOTE: This is faster on small areas but will overflow the
              stack on large areas. Thus it is not used.
 */
 void VoxelManipulator::spreadLight(enum LightBank bank,
index ff5d534cbfbd5dd02ae3cd8b2d9c6db19916ba85..89333159c2b71f66536a2a5a82e53580662388ea 100644 (file)
@@ -262,7 +262,31 @@ public:
        {
                return index(p.X, p.Y, p.Z);
        }
+       
+       // Translate index in the X coordinate
+       void add_x(const v3s16 &extent, u32 &i, s16 a)
+       {
+               i += a;
+       }
+       // Translate index in the Y coordinate
+       void add_y(const v3s16 &extent, u32 &i, s16 a)
+       {
+               i += a * extent.X;
+       }
+       // Translate index in the Z coordinate
+       void add_z(const v3s16 &extent, u32 &i, s16 a)
+       {
+               i += a * extent.X*extent.Y;
+       }
+       // Translate index in space
+       void add_p(const v3s16 &extent, u32 &i, v3s16 a)
+       {
+               i += a.Z*extent.X*extent.Y + a.Y*extent.X + a.X;
+       }
 
+       /*
+               Print method for debugging
+       */
        void print(std::ostream &o) const
        {
                v3s16 e = getExtent();
@@ -394,6 +418,10 @@ public:
        */
        void copyFrom(MapNode *src, VoxelArea src_area,
                        v3s16 from_pos, v3s16 to_pos, v3s16 size);
+       
+       // Copy data
+       void copyTo(MapNode *dst, VoxelArea dst_area,
+                       v3s16 dst_pos, v3s16 from_pos, v3s16 size);
 
        /*
                Algorithms