a commit before starting to reorganize the map loading/generation logic
authorPerttu Ahola <celeron55@gmail.com>
Sun, 10 Apr 2011 16:12:56 +0000 (19:12 +0300)
committerPerttu Ahola <celeron55@gmail.com>
Sun, 10 Apr 2011 16:12:56 +0000 (19:12 +0300)
src/environment.cpp
src/map.cpp
src/map.h
src/server.cpp
src/serverobject.cpp

index eaea6d0b52a1b19f7dc688955cdf19335b7c7bd3..d2fb8a39d2d8978a3c0659e2df35f5e3beadeb98 100644 (file)
@@ -528,8 +528,8 @@ void ServerEnvironment::step(float dtime)
                                        i = block->m_static_objects.m_stored.begin();
                                        i != block->m_static_objects.m_stored.end(); i++)
                        {
-                               dstream<<"INFO: Server: Creating an active object from "
-                                               <<"static data"<<std::endl;
+                               /*dstream<<"INFO: Server: Creating an active object from "
+                                               <<"static data"<<std::endl;*/
                                StaticObject &s_obj = *i;
                                // Create an active object from the data
                                ServerActiveObject *obj = ServerActiveObject::create
@@ -643,9 +643,9 @@ void ServerEnvironment::step(float dtime)
                                obj->m_static_exists = false;
                                continue;
                        }
+                       /*dstream<<"INFO: Server: Stored static data. Deleting object."
+                                       <<std::endl;*/
                        // Delete active object
-                       dstream<<"INFO: Server: Stored static data. Deleting object."
-                                       <<std::endl;
                        delete obj;
                        // Id to be removed from m_active_objects
                        objects_to_remove.push_back(id);
@@ -767,8 +767,8 @@ u16 ServerEnvironment::addActiveObject(ServerActiveObject *object)
                delete object;
                return 0;
        }
-       dstream<<"INGO: ServerEnvironment::addActiveObject(): "
-                       <<"added (id="<<object->getId()<<")"<<std::endl;
+       /*dstream<<"INGO: ServerEnvironment::addActiveObject(): "
+                       <<"added (id="<<object->getId()<<")"<<std::endl;*/
                        
        m_active_objects.insert(object->getId(), object);
 
index 3ba1bda6882f33af696b31545db967ed175a5fa3..334de40defc41fc437c20955d1910d2fbcdacaca 100644 (file)
@@ -2170,141 +2170,49 @@ void addRandomObjects(MapBlock *block)
        This is the main map generation method
 */
 
-MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
-               core::map<v3s16, MapBlock*> &changed_blocks,
-               bool force)
+struct ChunkMakeData
 {
-       DSTACK(__FUNCTION_NAME);
-
-       /*
-               Don't generate if already fully generated
-       */
-       if(force == false)
-       {
-               MapChunk *chunk = getChunk(chunkpos);
-               if(chunk != NULL && chunk->getGenLevel() == GENERATED_FULLY)
-               {
-                       dstream<<"generateChunkRaw(): Chunk "
-                                       <<"("<<chunkpos.X<<","<<chunkpos.Y<<")"
-                                       <<" already generated"<<std::endl;
-                       return chunk;
-               }
-       }
-
-       dstream<<"generateChunkRaw(): Generating chunk "
-                       <<"("<<chunkpos.X<<","<<chunkpos.Y<<")"
-                       <<std::endl;
-       
-       TimeTaker timer("generateChunkRaw()");
-       
-       // The distance how far into the neighbors the generator is allowed to go.
-       s16 max_spread_amount_sectors = 2;
-       assert(max_spread_amount_sectors <= m_chunksize);
-       s16 max_spread_amount = max_spread_amount_sectors * MAP_BLOCKSIZE;
-
-       // Minimum amount of space left on sides for mud to fall in
-       //s16 min_mud_fall_space = 2;
-       
-       // Maximum diameter of stone obstacles in X and Z
-       /*s16 stone_obstacle_max_size = (max_spread_amount-min_mud_fall_space)*2;
-       assert(stone_obstacle_max_size/2 <= max_spread_amount-min_mud_fall_space);*/
-       
-       s16 y_blocks_min = -4;
-       s16 y_blocks_max = 3;
-       s16 h_blocks = y_blocks_max - y_blocks_min + 1;
-       s16 y_nodes_min = y_blocks_min * MAP_BLOCKSIZE;
-       s16 y_nodes_max = y_blocks_max * MAP_BLOCKSIZE + MAP_BLOCKSIZE - 1;
-
-       v2s16 sectorpos_base = chunk_to_sector(chunkpos);
-       s16 sectorpos_base_size = m_chunksize;
-
-       /*v2s16 sectorpos_bigbase = chunk_to_sector(chunkpos - v2s16(1,1));
-       s16 sectorpos_bigbase_size = m_chunksize * 3;*/
-       v2s16 sectorpos_bigbase =
-                       sectorpos_base - v2s16(1,1) * max_spread_amount_sectors;
-       s16 sectorpos_bigbase_size =
-                       sectorpos_base_size + 2 * max_spread_amount_sectors;
-
+       ManualMapVoxelManipulator vmanip;
+       u64 seed;
+       s16 y_blocks_min;
+       s16 y_blocks_max;
+       v2s16 sectorpos_base;
+       s16 sectorpos_base_size;
+       v2s16 sectorpos_bigbase;
+       s16 sectorpos_bigbase_size;
+       s16 max_spread_amount;
+
+       ChunkMakeData():
+               vmanip(NULL)
+       {}
+};
+
+void makeChunk(ChunkMakeData *data)
+{
+       s16 y_nodes_min = data->y_blocks_min * MAP_BLOCKSIZE;
+       s16 y_nodes_max = data->y_blocks_max * MAP_BLOCKSIZE + MAP_BLOCKSIZE - 1;
+       s16 h_blocks = data->y_blocks_max - data->y_blocks_min + 1;
+       u32 relative_volume = (u32)data->sectorpos_base_size*MAP_BLOCKSIZE
+                       *(u32)data->sectorpos_base_size*MAP_BLOCKSIZE
+                       *(u32)h_blocks*MAP_BLOCKSIZE;
        v3s16 bigarea_blocks_min(
-               sectorpos_bigbase.X,
-               y_blocks_min,
-               sectorpos_bigbase.Y
+               data->sectorpos_bigbase.X,
+               data->y_blocks_min,
+               data->sectorpos_bigbase.Y
        );
-
        v3s16 bigarea_blocks_max(
-               sectorpos_bigbase.X + sectorpos_bigbase_size - 1,
-               y_blocks_max,
-               sectorpos_bigbase.Y + sectorpos_bigbase_size - 1
+               data->sectorpos_bigbase.X + data->sectorpos_bigbase_size - 1,
+               data->y_blocks_max,
+               data->sectorpos_bigbase.Y + data->sectorpos_bigbase_size - 1
        );
-       
-       // Relative values to control amount of stuff in one chunk
-       /*u32 relative_area = (u32)sectorpos_base_size*MAP_BLOCKSIZE
-                       *(u32)sectorpos_base_size*MAP_BLOCKSIZE;*/
-       u32 relative_volume = (u32)sectorpos_base_size*MAP_BLOCKSIZE
-                       *(u32)sectorpos_base_size*MAP_BLOCKSIZE
-                       *(u32)h_blocks*MAP_BLOCKSIZE;
-               
-       /*
-               The limiting edges of the lighting update, inclusive.
-       */
-       s16 lighting_min_d = 0-max_spread_amount;
-       s16 lighting_max_d = sectorpos_base_size*MAP_BLOCKSIZE+max_spread_amount-1;
-
-       /*
-               Create the whole area of this and the neighboring chunks
-       */
-       {
-               TimeTaker timer("generateChunkRaw() create area");
-               
-               for(s16 x=0; x<sectorpos_bigbase_size; x++)
-               for(s16 z=0; z<sectorpos_bigbase_size; z++)
-               {
-                       v2s16 sectorpos = sectorpos_bigbase + v2s16(x,z);
-                       ServerMapSector *sector = createSector(sectorpos);
-                       assert(sector);
-
-                       for(s16 y=y_blocks_min; y<=y_blocks_max; y++)
-                       {
-                               v3s16 blockpos(sectorpos.X, y, sectorpos.Y);
-                               MapBlock *block = createBlock(blockpos);
-
-                               // Lighting won't be calculated
-                               //block->setLightingExpired(true);
-                               // Lighting will be calculated
-                               block->setLightingExpired(false);
-
-                               /*
-                                       Block gets sunlight if this is true.
-
-                                       This should be set to true when the top side of a block
-                                       is completely exposed to the sky.
-
-                                       Actually this doesn't matter now because the
-                                       initial lighting is done here.
-                               */
-                               block->setIsUnderground(y != y_blocks_max);
-                       }
-               }
-       }
-       
-       /*
-               Now we have a big empty area.
-
-               Make a ManualMapVoxelManipulator that contains this and the
-               neighboring chunks
-       */
-
-       ManualMapVoxelManipulator vmanip(this);
-       // Add the area we just generated
-       {
-               TimeTaker timer("generateChunkRaw() initialEmerge");
-               vmanip.initialEmerge(bigarea_blocks_min, bigarea_blocks_max);
-       }
+       s16 lighting_min_d = 0-data->max_spread_amount;
+       s16 lighting_max_d = data->sectorpos_base_size*MAP_BLOCKSIZE
+                       + data->max_spread_amount-1;
 
        // Clear all flags
-       vmanip.clearFlag(0xff);
+       data->vmanip.clearFlag(0xff);
 
-       TimeTaker timer_generate("generateChunkRaw() generate");
+       TimeTaker timer_generate("makeChunk() generate");
 
        // Maximum height of the stone surface and obstacles.
        // This is used to disable cave generation from going too high.
@@ -2318,18 +2226,18 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
        // 22ms @cs=8
        //TimeTaker timer1("ground level");
 
-       for(s16 x=0; x<sectorpos_bigbase_size*MAP_BLOCKSIZE; x++)
-       for(s16 z=0; z<sectorpos_bigbase_size*MAP_BLOCKSIZE; z++)
+       for(s16 x=0; x<data->sectorpos_bigbase_size*MAP_BLOCKSIZE; x++)
+       for(s16 z=0; z<data->sectorpos_bigbase_size*MAP_BLOCKSIZE; z++)
        {
                // Node position
-               v2s16 p2d = sectorpos_bigbase*MAP_BLOCKSIZE + v2s16(x,z);
+               v2s16 p2d = data->sectorpos_bigbase*MAP_BLOCKSIZE + v2s16(x,z);
                
                /*
                        Skip of already generated
                */
                {
                        v3s16 p(p2d.X, y_nodes_min, p2d.Y);
-                       if(vmanip.m_data[vmanip.m_area.index(p)].d != CONTENT_AIR)
+                       if(data->vmanip.m_data[data->vmanip.m_area.index(p)].d != CONTENT_AIR)
                                continue;
                }
 
@@ -2337,11 +2245,11 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
                float surface_y_f = 0.0;
 
                // Use perlin noise for ground height
-               surface_y_f = base_rock_level_2d(m_seed, p2d);
+               surface_y_f = base_rock_level_2d(data->seed, p2d);
                
                /*// Experimental stuff
                {
-                       float a = highlands_level_2d(m_seed, p2d);
+                       float a = highlands_level_2d(data->seed, p2d);
                        if(a > surface_y_f)
                                surface_y_f = a;
                }*/
@@ -2358,13 +2266,13 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
                */
                {
                        // Use fast index incrementing
-                       v3s16 em = vmanip.m_area.getExtent();
-                       u32 i = vmanip.m_area.index(v3s16(p2d.X, y_nodes_min, p2d.Y));
+                       v3s16 em = data->vmanip.m_area.getExtent();
+                       u32 i = data->vmanip.m_area.index(v3s16(p2d.X, y_nodes_min, p2d.Y));
                        for(s16 y=y_nodes_min; y<surface_y && y<=y_nodes_max; y++)
                        {
-                               vmanip.m_data[i].d = CONTENT_STONE;
+                               data->vmanip.m_data[i].d = CONTENT_STONE;
 
-                               vmanip.m_area.add_y(em, i, 1);
+                               data->vmanip.m_area.add_y(em, i, 1);
                        }
                }
        }
@@ -2377,13 +2285,13 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
        
        //s32 stone_obstacle_count = 0;
        /*s32 stone_obstacle_count =
-                       rangelim((1.0+noise2d(m_seed+897,
-                       sectorpos_base.X, sectorpos_base.Y))/2.0 * 30, 0, 100000);*/
+                       rangelim((1.0+noise2d(data->seed+897,
+                       data->sectorpos_base.X, data->sectorpos_base.Y))/2.0 * 30, 0, 100000);*/
        
        //s16 stone_obstacle_max_height = 0;
        /*s16 stone_obstacle_max_height =
-                       rangelim((1.0+noise2d(m_seed+5902,
-                       sectorpos_base.X, sectorpos_base.Y))/2.0 * 30, 0, 100000);*/
+                       rangelim((1.0+noise2d(data->seed+5902,
+                       data->sectorpos_base.X, data->sectorpos_base.Y))/2.0 * 30, 0, 100000);*/
 
        /*
                Loop this part, it will make stuff look older and newer nicely
@@ -2395,133 +2303,6 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
                BEGINNING OF AGING LOOP
        ******************************/
 
-#if 0
-       {
-       // 8ms @cs=8
-       //TimeTaker timer1("stone obstacles");
-
-       /*
-               Add some random stone obstacles
-       */
-       
-       for(s32 ri=0; ri<stone_obstacle_count; ri++)
-       {
-               // Randomize max height so usually stuff will be quite low
-               s16 maxheight_randomized = myrand_range(0, stone_obstacle_max_height);
-
-               //s16 stone_obstacle_max_size = sectorpos_base_size * MAP_BLOCKSIZE - 10;
-               s16 stone_obstacle_max_size = MAP_BLOCKSIZE*4-4;
-
-               v3s16 ob_size(
-                       myrand_range(5, stone_obstacle_max_size),
-                       myrand_range(0, maxheight_randomized),
-                       myrand_range(5, stone_obstacle_max_size)
-               );
-               
-               // Don't make stupid small rectangle bumps
-               if(ob_size.Y < 5)
-                       continue;
-               
-               v2s16 ob_place(
-                       myrand_range(1+ob_size.X/2+2,
-                                       sectorpos_base_size*MAP_BLOCKSIZE-1-1-ob_size.X/2-2),
-                       myrand_range(1+ob_size.Z/2+2,
-                                       sectorpos_base_size*MAP_BLOCKSIZE-1-1-ob_size.Z/2-2)
-               );
-               
-               // Minimum space left on top of the obstacle
-               s16 min_head_space = 12;
-               
-               for(s16 x=-ob_size.X/2; x<ob_size.X/2; x++)
-               for(s16 z=-ob_size.Z/2; z<ob_size.Z/2; z++)
-               {
-                       // Node position in 2d
-                       v2s16 p2d = sectorpos_base*MAP_BLOCKSIZE + ob_place + v2s16(x,z);
-                       
-                       // Find stone ground level
-                       // (ignore everything else than mud in already generated chunks)
-                       // and mud amount over the stone level
-                       s16 surface_y = 0;
-                       s16 mud_amount = 0;
-                       {
-                               v3s16 em = vmanip.m_area.getExtent();
-                               u32 i = vmanip.m_area.index(v3s16(p2d.X, y_nodes_max, p2d.Y));
-                               s16 y;
-                               // Go to ground level
-                               for(y=y_nodes_max; y>=y_nodes_min; y--)
-                               {
-                                       MapNode *n = &vmanip.m_data[i];
-                                       /*if(content_walkable(n.d)
-                                                       && n.d != CONTENT_MUD
-                                                       && n.d != CONTENT_GRASS)
-                                               break;*/
-                                       if(n->d == CONTENT_STONE)
-                                               break;
-                                       
-                                       if(n->d == CONTENT_MUD || n->d == CONTENT_GRASS)
-                                       {
-                                               mud_amount++;
-                                               /*
-                                                       Change to mud because otherwise we might
-                                                       be throwing mud on grass at the next
-                                                       step
-                                               */
-                                               n->d = CONTENT_MUD;
-                                       }
-                                               
-                                       vmanip.m_area.add_y(em, i, -1);
-                               }
-                               if(y >= y_nodes_min)
-                                       surface_y = y;
-                               else
-                                       surface_y = y_nodes_min;
-                       }
-
-
-                       /*
-                               Add stone on ground
-                       */
-                       {
-                               v3s16 em = vmanip.m_area.getExtent();
-                               s16 y_start = surface_y+1;
-                               u32 i = vmanip.m_area.index(v3s16(p2d.X, y_start, p2d.Y));
-                               s16 y;
-                               // Add stone
-                               s16 count = 0;
-                               for(y=y_start; y<=y_nodes_max - min_head_space; y++)
-                               {
-                                       MapNode &n = vmanip.m_data[i];
-                                       n.d = CONTENT_STONE;
-
-                                       if(y > stone_surface_max_y)
-                                               stone_surface_max_y = y;
-
-                                       count++;
-                                       if(count >= ob_size.Y)
-                                               break;
-                                               
-                                       vmanip.m_area.add_y(em, i, 1);
-                               }
-                               // Add mud
-                               count = 0;
-                               for(; y<=y_nodes_max - min_head_space; y++)
-                               {
-                                       MapNode &n = vmanip.m_data[i];
-                                       n.d = CONTENT_MUD;
-                                       count++;
-                                       if(count >= mud_amount)
-                                               break;
-                                               
-                                       vmanip.m_area.add_y(em, i, 1);
-                               }
-                       }
-
-               }
-       }
-
-       }//timer1
-#endif
-
        {
        // 24ms @cs=8
        //TimeTaker timer1("caves");
@@ -2552,8 +2333,8 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
                        /*min_tunnel_diameter = MYMAX(0, stone_surface_max_y/6);
                        max_tunnel_diameter = myrand_range(MYMAX(0, stone_surface_max_y/6), MYMAX(0, stone_surface_max_y/2));*/
                        
-                       /*s16 tunnel_rou = rangelim(25*(0.5+1.0*noise2d(m_seed+42,
-                                       sectorpos_base.X, sectorpos_base.Y)), 0, 15);*/
+                       /*s16 tunnel_rou = rangelim(25*(0.5+1.0*noise2d(data->seed+42,
+                                       data->sectorpos_base.X, data->sectorpos_base.Y)), 0, 15);*/
 
                        tunnel_routepoints = 5;
                }
@@ -2563,23 +2344,23 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
 
                // Allowed route area size in nodes
                v3s16 ar(
-                       sectorpos_base_size*MAP_BLOCKSIZE,
+                       data->sectorpos_base_size*MAP_BLOCKSIZE,
                        h_blocks*MAP_BLOCKSIZE,
-                       sectorpos_base_size*MAP_BLOCKSIZE
+                       data->sectorpos_base_size*MAP_BLOCKSIZE
                );
 
                // Area starting point in nodes
                v3s16 of(
-                       sectorpos_base.X*MAP_BLOCKSIZE,
-                       y_blocks_min*MAP_BLOCKSIZE,
-                       sectorpos_base.Y*MAP_BLOCKSIZE
+                       data->sectorpos_base.X*MAP_BLOCKSIZE,
+                       data->y_blocks_min*MAP_BLOCKSIZE,
+                       data->sectorpos_base.Y*MAP_BLOCKSIZE
                );
 
                // Allow a bit more
                //(this should be more than the maximum radius of the tunnel)
                //s16 insure = 5; // Didn't work with max_d = 20
                s16 insure = 10;
-               s16 more = max_spread_amount - max_tunnel_diameter/2 - insure;
+               s16 more = data->max_spread_amount - max_tunnel_diameter/2 - insure;
                ar += v3s16(1,0,1) * more * 2;
                of -= v3s16(1,0,1) * more;
                
@@ -2729,8 +2510,8 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
                                                                continue;
                                                        p += of;
                                                        
-                                                       //assert(vmanip.m_area.contains(p));
-                                                       if(vmanip.m_area.contains(p) == false)
+                                                       //assert(data->vmanip.m_area.contains(p));
+                                                       if(data->vmanip.m_area.contains(p) == false)
                                                        {
                                                                dstream<<"WARNING: "<<__FUNCTION_NAME
                                                                                <<":"<<__LINE__<<": "
@@ -2741,13 +2522,13 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
                                                        
                                                        // Just set it to air, it will be changed to
                                                        // water afterwards
-                                                       u32 i = vmanip.m_area.index(p);
-                                                       vmanip.m_data[i] = airnode;
+                                                       u32 i = data->vmanip.m_area.index(p);
+                                                       data->vmanip.m_data[i] = airnode;
 
                                                        if(bruise_surface == false)
                                                        {
                                                                // Set tunnel flag
-                                                               vmanip.m_flags[i] |= VMANIP_FLAG_DUNGEON;
+                                                               data->vmanip.m_flags[i] |= VMANIP_FLAG_DUNGEON;
                                                        }
                                                }
                                        }
@@ -2773,22 +2554,22 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
 
                // Allowed route area size in nodes
                v3s16 ar(
-                       sectorpos_base_size*MAP_BLOCKSIZE,
+                       data->sectorpos_base_size*MAP_BLOCKSIZE,
                        h_blocks*MAP_BLOCKSIZE,
-                       sectorpos_base_size*MAP_BLOCKSIZE
+                       data->sectorpos_base_size*MAP_BLOCKSIZE
                );
 
                // Area starting point in nodes
                v3s16 of(
-                       sectorpos_base.X*MAP_BLOCKSIZE,
-                       y_blocks_min*MAP_BLOCKSIZE,
-                       sectorpos_base.Y*MAP_BLOCKSIZE
+                       data->sectorpos_base.X*MAP_BLOCKSIZE,
+                       data->y_blocks_min*MAP_BLOCKSIZE,
+                       data->sectorpos_base.Y*MAP_BLOCKSIZE
                );
 
                // Allow a bit more
                //(this should be more than the maximum radius of the tunnel)
                s16 insure = 3;
-               s16 more = max_spread_amount - max_vein_diameter/2 - insure;
+               s16 more = data->max_spread_amount - max_vein_diameter/2 - insure;
                ar += v3s16(1,0,1) * more * 2;
                of -= v3s16(1,0,1) * more;
                
@@ -2874,12 +2655,12 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
                                                                continue;
                                                        p += of;
                                                        
-                                                       assert(vmanip.m_area.contains(p));
+                                                       assert(data->vmanip.m_area.contains(p));
                                                        
                                                        // Just set it to air, it will be changed to
                                                        // water afterwards
-                                                       u32 i = vmanip.m_area.index(p);
-                                                       MapNode *n = &vmanip.m_data[i];
+                                                       u32 i = data->vmanip.m_area.index(p);
+                                                       MapNode *n = &data->vmanip.m_data[i];
                                                        if(n->d == CONTENT_STONE)
                                                                n->param = mineral;
                                                }
@@ -2901,19 +2682,19 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
                Add mud to the central chunk
        */
        
-       for(s16 x=0; x<sectorpos_base_size*MAP_BLOCKSIZE; x++)
-       for(s16 z=0; z<sectorpos_base_size*MAP_BLOCKSIZE; z++)
+       for(s16 x=0; x<data->sectorpos_base_size*MAP_BLOCKSIZE; x++)
+       for(s16 z=0; z<data->sectorpos_base_size*MAP_BLOCKSIZE; z++)
        {
                // Node position in 2d
-               v2s16 p2d = sectorpos_base*MAP_BLOCKSIZE + v2s16(x,z);
+               v2s16 p2d = data->sectorpos_base*MAP_BLOCKSIZE + v2s16(x,z);
                
                // Randomize mud amount
                s16 mud_add_amount = (s16)(2.5 + 2.0 * noise2d_perlin(
                                0.5+(float)p2d.X/200, 0.5+(float)p2d.Y/200,
-                               m_seed+1, 3, 0.55));
+                               data->seed+1, 3, 0.55));
 
                // Find ground level
-               s16 surface_y = find_ground_level_clever(vmanip, p2d);
+               s16 surface_y = find_ground_level_clever(data->vmanip, p2d);
 
                /*
                        If topmost node is grass, change it to mud.
@@ -2921,8 +2702,8 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
                        chunk and then converted.
                */
                {
-                       u32 i = vmanip.m_area.index(v3s16(p2d.X, surface_y, p2d.Y));
-                       MapNode *n = &vmanip.m_data[i];
+                       u32 i = data->vmanip.m_area.index(v3s16(p2d.X, surface_y, p2d.Y));
+                       MapNode *n = &data->vmanip.m_data[i];
                        if(n->d == CONTENT_GRASS)
                                n->d = CONTENT_MUD;
                }
@@ -2932,19 +2713,19 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
                */
                {
                        s16 mudcount = 0;
-                       v3s16 em = vmanip.m_area.getExtent();
+                       v3s16 em = data->vmanip.m_area.getExtent();
                        s16 y_start = surface_y+1;
-                       u32 i = vmanip.m_area.index(v3s16(p2d.X, y_start, p2d.Y));
+                       u32 i = data->vmanip.m_area.index(v3s16(p2d.X, y_start, p2d.Y));
                        for(s16 y=y_start; y<=y_nodes_max; y++)
                        {
                                if(mudcount >= mud_add_amount)
                                        break;
                                        
-                               MapNode &n = vmanip.m_data[i];
+                               MapNode &n = data->vmanip.m_data[i];
                                n.d = CONTENT_MUD;
                                mudcount++;
 
-                               vmanip.m_area.add_y(em, i, 1);
+                               data->vmanip.m_area.add_y(em, i, 1);
                        }
                }
 
@@ -2960,8 +2741,8 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
        */
 
        // Limit area by 1 because mud is flown into neighbors.
-       s16 mudflow_minpos = 0-max_spread_amount+1;
-       s16 mudflow_maxpos = sectorpos_base_size*MAP_BLOCKSIZE+max_spread_amount-2;
+       s16 mudflow_minpos = 0-data->max_spread_amount+1;
+       s16 mudflow_maxpos = data->sectorpos_base_size*MAP_BLOCKSIZE+data->max_spread_amount-2;
 
        // Iterate a few times
        for(s16 k=0; k<3; k++)
@@ -2982,10 +2763,10 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
                }
 
                // Node position in 2d
-               v2s16 p2d = sectorpos_base*MAP_BLOCKSIZE + v2s16(x,z);
+               v2s16 p2d = data->sectorpos_base*MAP_BLOCKSIZE + v2s16(x,z);
                
-               v3s16 em = vmanip.m_area.getExtent();
-               u32 i = vmanip.m_area.index(v3s16(p2d.X, y_nodes_max, p2d.Y));
+               v3s16 em = data->vmanip.m_area.getExtent();
+               u32 i = data->vmanip.m_area.index(v3s16(p2d.X, y_nodes_max, p2d.Y));
                s16 y=y_nodes_max;
 
                for(;; y--)
@@ -2994,22 +2775,22 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
                        // Find mud
                        for(; y>=y_nodes_min; y--)
                        {
-                               n = &vmanip.m_data[i];
+                               n = &data->vmanip.m_data[i];
                                //if(content_walkable(n->d))
                                //      break;
                                if(n->d == CONTENT_MUD || n->d == CONTENT_GRASS)
                                        break;
                                        
-                               vmanip.m_area.add_y(em, i, -1);
+                               data->vmanip.m_area.add_y(em, i, -1);
                        }
 
                        // Stop if out of area
-                       //if(vmanip.m_area.contains(i) == false)
+                       //if(data->vmanip.m_area.contains(i) == false)
                        if(y < y_nodes_min)
                                break;
 
                        /*// If not mud, do nothing to it
-                       MapNode *n = &vmanip.m_data[i];
+                       MapNode *n = &data->vmanip.m_data[i];
                        if(n->d != CONTENT_MUD && n->d != CONTENT_GRASS)
                                continue;*/
 
@@ -3018,11 +2799,11 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
                        */
                        {
                                u32 i2 = i;
-                               vmanip.m_area.add_y(em, i2, -1);
+                               data->vmanip.m_area.add_y(em, i2, -1);
                                // Cancel if out of area
-                               if(vmanip.m_area.contains(i2) == false)
+                               if(data->vmanip.m_area.contains(i2) == false)
                                        continue;
-                               MapNode *n2 = &vmanip.m_data[i2];
+                               MapNode *n2 = &data->vmanip.m_data[i2];
                                if(n2->d != CONTENT_MUD && n2->d != CONTENT_GRASS)
                                        continue;
                        }
@@ -3043,9 +2824,9 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
                        // Theck that upper is air or doesn't exist.
                        // Cancel dropping if upper keeps it in place
                        u32 i3 = i;
-                       vmanip.m_area.add_y(em, i3, 1);
-                       if(vmanip.m_area.contains(i3) == true
-                                       && content_walkable(vmanip.m_data[i3].d) == true)
+                       data->vmanip.m_area.add_y(em, i3, 1);
+                       if(data->vmanip.m_area.contains(i3) == true
+                                       && content_walkable(data->vmanip.m_data[i3].d) == true)
                        {
                                continue;
                        }
@@ -3057,39 +2838,39 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
                                v3s16 dirp = dirs4[di];
                                u32 i2 = i;
                                // Move to side
-                               vmanip.m_area.add_p(em, i2, dirp);
+                               data->vmanip.m_area.add_p(em, i2, dirp);
                                // Fail if out of area
-                               if(vmanip.m_area.contains(i2) == false)
+                               if(data->vmanip.m_area.contains(i2) == false)
                                        continue;
                                // Check that side is air
-                               MapNode *n2 = &vmanip.m_data[i2];
+                               MapNode *n2 = &data->vmanip.m_data[i2];
                                if(content_walkable(n2->d))
                                        continue;
                                // Check that under side is air
-                               vmanip.m_area.add_y(em, i2, -1);
-                               if(vmanip.m_area.contains(i2) == false)
+                               data->vmanip.m_area.add_y(em, i2, -1);
+                               if(data->vmanip.m_area.contains(i2) == false)
                                        continue;
-                               n2 = &vmanip.m_data[i2];
+                               n2 = &data->vmanip.m_data[i2];
                                if(content_walkable(n2->d))
                                        continue;
                                /*// Check that under that is air (need a drop of 2)
-                               vmanip.m_area.add_y(em, i2, -1);
-                               if(vmanip.m_area.contains(i2) == false)
+                               data->vmanip.m_area.add_y(em, i2, -1);
+                               if(data->vmanip.m_area.contains(i2) == false)
                                        continue;
-                               n2 = &vmanip.m_data[i2];
+                               n2 = &data->vmanip.m_data[i2];
                                if(content_walkable(n2->d))
                                        continue;*/
                                // Loop further down until not air
                                do{
-                                       vmanip.m_area.add_y(em, i2, -1);
+                                       data->vmanip.m_area.add_y(em, i2, -1);
                                        // Fail if out of area
-                                       if(vmanip.m_area.contains(i2) == false)
+                                       if(data->vmanip.m_area.contains(i2) == false)
                                                continue;
-                                       n2 = &vmanip.m_data[i2];
+                                       n2 = &data->vmanip.m_data[i2];
                                }while(content_walkable(n2->d) == false);
                                // Loop one up so that we're in air
-                               vmanip.m_area.add_y(em, i2, 1);
-                               n2 = &vmanip.m_data[i2];
+                               data->vmanip.m_area.add_y(em, i2, 1);
+                               n2 = &data->vmanip.m_data[i2];
 
                                // Move mud to new place
                                *n2 = *n;
@@ -3113,18 +2894,18 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
                Add water to the central chunk (and a bit more)
        */
        
-       for(s16 x=0-max_spread_amount;
-                       x<sectorpos_base_size*MAP_BLOCKSIZE+max_spread_amount;
+       for(s16 x=0-data->max_spread_amount;
+                       x<data->sectorpos_base_size*MAP_BLOCKSIZE+data->max_spread_amount;
                        x++)
-       for(s16 z=0-max_spread_amount;
-                       z<sectorpos_base_size*MAP_BLOCKSIZE+max_spread_amount;
+       for(s16 z=0-data->max_spread_amount;
+                       z<data->sectorpos_base_size*MAP_BLOCKSIZE+data->max_spread_amount;
                        z++)
        {
                // Node position in 2d
-               v2s16 p2d = sectorpos_base*MAP_BLOCKSIZE + v2s16(x,z);
+               v2s16 p2d = data->sectorpos_base*MAP_BLOCKSIZE + v2s16(x,z);
                
                // Find ground level
-               //s16 surface_y = find_ground_level(vmanip, p2d);
+               //s16 surface_y = find_ground_level(data->vmanip, p2d);
 
                /*
                        If ground level is over water level, skip.
@@ -3139,54 +2920,39 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
                        Add water on ground
                */
                {
-                       v3s16 em = vmanip.m_area.getExtent();
+                       v3s16 em = data->vmanip.m_area.getExtent();
                        u8 light = LIGHT_MAX;
                        // Start at global water surface level
                        s16 y_start = WATER_LEVEL;
-                       u32 i = vmanip.m_area.index(v3s16(p2d.X, y_start, p2d.Y));
-                       MapNode *n = &vmanip.m_data[i];
-
-                       /*// Add first one to transforming liquid queue, if water
-                       if(n->d == CONTENT_WATER || n->d == CONTENT_WATERSOURCE)
-                       {
-                               v3s16 p = v3s16(p2d.X, y_start, p2d.Y);
-                               m_transforming_liquid.push_back(p);
-                       }*/
+                       u32 i = data->vmanip.m_area.index(v3s16(p2d.X, y_start, p2d.Y));
+                       MapNode *n = &data->vmanip.m_data[i];
 
                        for(s16 y=y_start; y>=y_nodes_min; y--)
                        {
-                               n = &vmanip.m_data[i];
+                               n = &data->vmanip.m_data[i];
                                
                                // Stop when there is no water and no air
                                if(n->d != CONTENT_AIR && n->d != CONTENT_WATERSOURCE
                                                && n->d != CONTENT_WATER)
                                {
-                                       /*// Add bottom one to transforming liquid queue
-                                       vmanip.m_area.add_y(em, i, 1);
-                                       n = &vmanip.m_data[i];
-                                       if(n->d == CONTENT_WATER || n->d == CONTENT_WATERSOURCE)
-                                       {
-                                               v3s16 p = v3s16(p2d.X, y, p2d.Y);
-                                               m_transforming_liquid.push_back(p);
-                                       }*/
 
                                        break;
                                }
                                
                                // Make water only not in caves
-                               if(!(vmanip.m_flags[i]&VMANIP_FLAG_DUNGEON))
+                               if(!(data->vmanip.m_flags[i]&VMANIP_FLAG_DUNGEON))
                                {
                                        n->d = CONTENT_WATERSOURCE;
                                        //n->setLight(LIGHTBANK_DAY, light);
 
                                        // Add to transforming liquid queue (in case it'd
                                        // start flowing)
-                                       v3s16 p = v3s16(p2d.X, y, p2d.Y);
-                                       m_transforming_liquid.push_back(p);
+                                       /*v3s16 p = v3s16(p2d.X, y, p2d.Y);
+                                       m_transforming_liquid.push_back(p);*/
                                }
                                
                                // Next one
-                               vmanip.m_area.add_y(em, i, -1);
+                               data->vmanip.m_area.add_y(em, i, -1);
                                if(light > 0)
                                        light--;
                        }
@@ -3211,22 +2977,22 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
        //s16 mud_add_amount = myrand_range(2, 4);
        //s16 mud_add_amount = 0;
        
-       /*for(s16 x=0; x<sectorpos_base_size*MAP_BLOCKSIZE; x++)
-       for(s16 z=0; z<sectorpos_base_size*MAP_BLOCKSIZE; z++)*/
-       for(s16 x=0-max_spread_amount+1;
-                       x<sectorpos_base_size*MAP_BLOCKSIZE+max_spread_amount-1;
+       /*for(s16 x=0; x<data->sectorpos_base_size*MAP_BLOCKSIZE; x++)
+       for(s16 z=0; z<data->sectorpos_base_size*MAP_BLOCKSIZE; z++)*/
+       for(s16 x=0-data->max_spread_amount+1;
+                       x<data->sectorpos_base_size*MAP_BLOCKSIZE+data->max_spread_amount-1;
                        x++)
-       for(s16 z=0-max_spread_amount+1;
-                       z<sectorpos_base_size*MAP_BLOCKSIZE+max_spread_amount-1;
+       for(s16 z=0-data->max_spread_amount+1;
+                       z<data->sectorpos_base_size*MAP_BLOCKSIZE+data->max_spread_amount-1;
                        z++)
        {
                // Node position in 2d
-               v2s16 p2d = sectorpos_base*MAP_BLOCKSIZE + v2s16(x,z);
+               v2s16 p2d = data->sectorpos_base*MAP_BLOCKSIZE + v2s16(x,z);
                
                // Determine whether to have sand here
                double sandnoise = noise2d_perlin(
                                0.5+(float)p2d.X/500, 0.5+(float)p2d.Y/500,
-                               m_seed+59420, 3, 0.50);
+                               data->seed+59420, 3, 0.50);
 
                bool have_sand = (sandnoise > -0.15);
 
@@ -3234,19 +3000,19 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
                        continue;
 
                // Find ground level
-               s16 surface_y = find_ground_level_clever(vmanip, p2d);
+               s16 surface_y = find_ground_level_clever(data->vmanip, p2d);
                
                if(surface_y > WATER_LEVEL + 2)
                        continue;
 
                {
-                       v3s16 em = vmanip.m_area.getExtent();
+                       v3s16 em = data->vmanip.m_area.getExtent();
                        s16 y_start = surface_y;
-                       u32 i = vmanip.m_area.index(v3s16(p2d.X, y_start, p2d.Y));
+                       u32 i = data->vmanip.m_area.index(v3s16(p2d.X, y_start, p2d.Y));
                        u32 not_sand_counter = 0;
                        for(s16 y=y_start; y>=y_nodes_min; y--)
                        {
-                               MapNode *n = &vmanip.m_data[i];
+                               MapNode *n = &data->vmanip.m_data[i];
                                if(n->d == CONTENT_MUD || n->d == CONTENT_GRASS)
                                {
                                        n->d = CONTENT_SAND;
@@ -3258,7 +3024,7 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
                                                break;
                                }
 
-                               vmanip.m_area.add_y(em, i, -1);
+                               data->vmanip.m_area.add_y(em, i, -1);
                        }
                }
 
@@ -3275,34 +3041,34 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
        {
                // Divide area into parts
                s16 div = 8;
-               s16 sidelen = sectorpos_base_size*MAP_BLOCKSIZE / div;
+               s16 sidelen = data->sectorpos_base_size*MAP_BLOCKSIZE / div;
                double area = sidelen * sidelen;
                for(s16 x0=0; x0<div; x0++)
                for(s16 z0=0; z0<div; z0++)
                {
                        // Center position of part of division
                        v2s16 p2d_center(
-                               sectorpos_base.X*MAP_BLOCKSIZE + sidelen/2 + sidelen*x0,
-                               sectorpos_base.Y*MAP_BLOCKSIZE + sidelen/2 + sidelen*z0
+                               data->sectorpos_base.X*MAP_BLOCKSIZE + sidelen/2 + sidelen*x0,
+                               data->sectorpos_base.Y*MAP_BLOCKSIZE + sidelen/2 + sidelen*z0
                        );
                        // Minimum edge of part of division
                        v2s16 p2d_min(
-                               sectorpos_base.X*MAP_BLOCKSIZE + sidelen*x0,
-                               sectorpos_base.Y*MAP_BLOCKSIZE + sidelen*z0
+                               data->sectorpos_base.X*MAP_BLOCKSIZE + sidelen*x0,
+                               data->sectorpos_base.Y*MAP_BLOCKSIZE + sidelen*z0
                        );
                        // Maximum edge of part of division
                        v2s16 p2d_max(
-                               sectorpos_base.X*MAP_BLOCKSIZE + sidelen + sidelen*x0 - 1,
-                               sectorpos_base.Y*MAP_BLOCKSIZE + sidelen + sidelen*z0 - 1
+                               data->sectorpos_base.X*MAP_BLOCKSIZE + sidelen + sidelen*x0 - 1,
+                               data->sectorpos_base.Y*MAP_BLOCKSIZE + sidelen + sidelen*z0 - 1
                        );
                        // Amount of trees
-                       u32 tree_count = area * tree_amount_2d(m_seed, p2d_center);
+                       u32 tree_count = area * tree_amount_2d(data->seed, p2d_center);
                        // Put trees in random places on part of division
                        for(u32 i=0; i<tree_count; i++)
                        {
                                s16 x = myrand_range(p2d_min.X, p2d_max.X);
                                s16 z = myrand_range(p2d_min.Y, p2d_max.Y);
-                               s16 y = find_ground_level(vmanip, v2s16(x,z));
+                               s16 y = find_ground_level(data->vmanip, v2s16(x,z));
                                // Don't make a tree under water level
                                if(y < WATER_LEVEL)
                                        continue;
@@ -3314,31 +3080,31 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
                                        Trees grow only on mud and grass
                                */
                                {
-                                       u32 i = vmanip.m_area.index(v3s16(p));
-                                       MapNode *n = &vmanip.m_data[i];
+                                       u32 i = data->vmanip.m_area.index(v3s16(p));
+                                       MapNode *n = &data->vmanip.m_data[i];
                                        if(n->d != CONTENT_MUD && n->d != CONTENT_GRASS)
                                                continue;
                                }
                                p.Y++;
                                // Make a tree
-                               make_tree(vmanip, p);
+                               make_tree(data->vmanip, p);
                        }
                }
                /*u32 tree_max = relative_area / 60;
                //u32 count = myrand_range(0, tree_max);
                for(u32 i=0; i<count; i++)
                {
-                       s16 x = myrand_range(0, sectorpos_base_size*MAP_BLOCKSIZE-1);
-                       s16 z = myrand_range(0, sectorpos_base_size*MAP_BLOCKSIZE-1);
-                       x += sectorpos_base.X*MAP_BLOCKSIZE;
-                       z += sectorpos_base.Y*MAP_BLOCKSIZE;
-                       s16 y = find_ground_level(vmanip, v2s16(x,z));
+                       s16 x = myrand_range(0, data->sectorpos_base_size*MAP_BLOCKSIZE-1);
+                       s16 z = myrand_range(0, data->sectorpos_base_size*MAP_BLOCKSIZE-1);
+                       x += data->sectorpos_base.X*MAP_BLOCKSIZE;
+                       z += data->sectorpos_base.Y*MAP_BLOCKSIZE;
+                       s16 y = find_ground_level(data->vmanip, v2s16(x,z));
                        // Don't make a tree under water level
                        if(y < WATER_LEVEL)
                                continue;
                        v3s16 p(x,y+1,z);
                        // Make a tree
-                       make_tree(vmanip, p);
+                       make_tree(data->vmanip, p);
                }*/
        }
 
@@ -3352,17 +3118,17 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
                Grow grass
        */
 
-       /*for(s16 x=0-4; x<sectorpos_base_size*MAP_BLOCKSIZE+4; x++)
-       for(s16 z=0-4; z<sectorpos_base_size*MAP_BLOCKSIZE+4; z++)*/
-       for(s16 x=0-max_spread_amount;
-                       x<sectorpos_base_size*MAP_BLOCKSIZE+max_spread_amount;
+       /*for(s16 x=0-4; x<data->sectorpos_base_size*MAP_BLOCKSIZE+4; x++)
+       for(s16 z=0-4; z<data->sectorpos_base_size*MAP_BLOCKSIZE+4; z++)*/
+       for(s16 x=0-data->max_spread_amount;
+                       x<data->sectorpos_base_size*MAP_BLOCKSIZE+data->max_spread_amount;
                        x++)
-       for(s16 z=0-max_spread_amount;
-                       z<sectorpos_base_size*MAP_BLOCKSIZE+max_spread_amount;
+       for(s16 z=0-data->max_spread_amount;
+                       z<data->sectorpos_base_size*MAP_BLOCKSIZE+data->max_spread_amount;
                        z++)
        {
                // Node position in 2d
-               v2s16 p2d = sectorpos_base*MAP_BLOCKSIZE + v2s16(x,z);
+               v2s16 p2d = data->sectorpos_base*MAP_BLOCKSIZE + v2s16(x,z);
                
                /*
                        Find the lowest surface to which enough light ends up
@@ -3372,17 +3138,17 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
                */
                s16 surface_y = 0;
                {
-                       v3s16 em = vmanip.m_area.getExtent();
-                       u32 i = vmanip.m_area.index(v3s16(p2d.X, y_nodes_max, p2d.Y));
+                       v3s16 em = data->vmanip.m_area.getExtent();
+                       u32 i = data->vmanip.m_area.index(v3s16(p2d.X, y_nodes_max, p2d.Y));
                        s16 y;
                        // Go to ground level
                        for(y=y_nodes_max; y>=y_nodes_min; y--)
                        {
-                               MapNode &n = vmanip.m_data[i];
+                               MapNode &n = data->vmanip.m_data[i];
                                if(n.d != CONTENT_AIR
                                                && n.d != CONTENT_LEAVES)
                                        break;
-                               vmanip.m_area.add_y(em, i, -1);
+                               data->vmanip.m_area.add_y(em, i, -1);
                        }
                        if(y >= y_nodes_min)
                                surface_y = y;
@@ -3390,8 +3156,8 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
                                surface_y = y_nodes_min;
                }
                
-               u32 i = vmanip.m_area.index(p2d.X, surface_y, p2d.Y);
-               MapNode *n = &vmanip.m_data[i];
+               u32 i = data->vmanip.m_area.index(p2d.X, surface_y, p2d.Y);
+               MapNode *n = &data->vmanip.m_data[i];
                if(n->d == CONTENT_MUD)
                        n->d = CONTENT_GRASS;
        }
@@ -3442,15 +3208,15 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
                }
                
                // Node position in 2d
-               v2s16 p2d = sectorpos_base*MAP_BLOCKSIZE + v2s16(x,z);
+               v2s16 p2d = data->sectorpos_base*MAP_BLOCKSIZE + v2s16(x,z);
 
                {
-                       v3s16 em = vmanip.m_area.getExtent();
+                       v3s16 em = data->vmanip.m_area.getExtent();
                        s16 y_start = y_nodes_max;
-                       u32 i = vmanip.m_area.index(v3s16(p2d.X, y_start, p2d.Y));
+                       u32 i = data->vmanip.m_area.index(v3s16(p2d.X, y_start, p2d.Y));
                        for(s16 y=y_start; y>=y_nodes_min; y--)
                        {
-                               MapNode *n = &vmanip.m_data[i];
+                               MapNode *n = &data->vmanip.m_data[i];
                                if(n->getLight(LIGHTBANK_DAY) != 0)
                                {
                                        light_sources.insert(v3s16(p2d.X, y, p2d.Y), true);
@@ -3497,17 +3263,17 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
                }
                
                // Node position in 2d
-               v2s16 p2d = sectorpos_base*MAP_BLOCKSIZE + v2s16(x,z);
+               v2s16 p2d = data->sectorpos_base*MAP_BLOCKSIZE + v2s16(x,z);
                
                // Loop from top to down
                {
                        u8 light = LIGHT_SUN;
-                       v3s16 em = vmanip.m_area.getExtent();
+                       v3s16 em = data->vmanip.m_area.getExtent();
                        s16 y_start = y_nodes_max;
-                       u32 i = vmanip.m_area.index(v3s16(p2d.X, y_start, p2d.Y));
+                       u32 i = data->vmanip.m_area.index(v3s16(p2d.X, y_start, p2d.Y));
                        for(s16 y=y_start; y>=y_nodes_min; y--)
                        {
-                               MapNode *n = &vmanip.m_data[i];
+                               MapNode *n = &data->vmanip.m_data[i];
                                if(light_propagates_content(n->d) == false)
                                {
                                        light = 0;
@@ -3529,19 +3295,19 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
                                }
                                
                                // Increment index by y
-                               vmanip.m_area.add_y(em, i, -1);
+                               data->vmanip.m_area.add_y(em, i, -1);
                        }
                }
        }
 #endif
 
-       /*for(s16 x=0; x<sectorpos_base_size*MAP_BLOCKSIZE; x++)
-       for(s16 z=0; z<sectorpos_base_size*MAP_BLOCKSIZE; z++)*/
-       /*for(s16 x=0-max_spread_amount+1;
-                       x<sectorpos_base_size*MAP_BLOCKSIZE+max_spread_amount-1;
+       /*for(s16 x=0; x<data->sectorpos_base_size*MAP_BLOCKSIZE; x++)
+       for(s16 z=0; z<data->sectorpos_base_size*MAP_BLOCKSIZE; z++)*/
+       /*for(s16 x=0-data->max_spread_amount+1;
+                       x<data->sectorpos_base_size*MAP_BLOCKSIZE+data->max_spread_amount-1;
                        x++)
-       for(s16 z=0-max_spread_amount+1;
-                       z<sectorpos_base_size*MAP_BLOCKSIZE+max_spread_amount-1;
+       for(s16 z=0-data->max_spread_amount+1;
+                       z<data->sectorpos_base_size*MAP_BLOCKSIZE+data->max_spread_amount-1;
                        z++)*/
 #if 1
        /*
@@ -3556,7 +3322,7 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
                        z++)
        {
                // Node position in 2d
-               v2s16 p2d = sectorpos_base*MAP_BLOCKSIZE + v2s16(x,z);
+               v2s16 p2d = data->sectorpos_base*MAP_BLOCKSIZE + v2s16(x,z);
                
                /*
                        Apply initial sunlight
@@ -3564,12 +3330,12 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
                {
                        u8 light = LIGHT_SUN;
                        bool add_to_sources = false;
-                       v3s16 em = vmanip.m_area.getExtent();
+                       v3s16 em = data->vmanip.m_area.getExtent();
                        s16 y_start = y_nodes_max;
-                       u32 i = vmanip.m_area.index(v3s16(p2d.X, y_start, p2d.Y));
+                       u32 i = data->vmanip.m_area.index(v3s16(p2d.X, y_start, p2d.Y));
                        for(s16 y=y_start; y>=y_nodes_min; y--)
                        {
-                               MapNode *n = &vmanip.m_data[i];
+                               MapNode *n = &data->vmanip.m_data[i];
 
                                if(light_propagates_content(n->d) == false)
                                {
@@ -3599,8 +3365,8 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
                                        {
                                                v3s16 dirp = dirs4[di];
                                                u32 i2 = i;
-                                               vmanip.m_area.add_p(em, i2, dirp);
-                                               MapNode *n2 = &vmanip.m_data[i2];
+                                               data->vmanip.m_area.add_p(em, i2, dirp);
+                                               MapNode *n2 = &data->vmanip.m_data[i2];
                                                if(
                                                        n2->d != CONTENT_AIR
                                                        && n2->d != CONTENT_WATERSOURCE
@@ -3623,76 +3389,160 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
                                }
                                
                                // Increment index by y
-                               vmanip.m_area.add_y(em, i, -1);
+                               data->vmanip.m_area.add_y(em, i, -1);
                        }
                }
        }
 #endif
 
-#if 0
-       for(s16 x=lighting_min_d+1;
-                       x<=lighting_max_d-1;
-                       x++)
-       for(s16 z=lighting_min_d+1;
-                       z<=lighting_max_d-1;
-                       z++)
+       }//timer1
+
+       // Spread light around
        {
-               // Node position in 2d
-               v2s16 p2d = sectorpos_base*MAP_BLOCKSIZE + v2s16(x,z);
+               TimeTaker timer("makeChunk() spreadLight");
+               data->vmanip.spreadLight(LIGHTBANK_DAY, light_sources);
+       }
+       
+       /*
+               Generation ended
+       */
+
+       timer_generate.stop();
+}
+
+//###################################################################
+//###################################################################
+//###################################################################
+//###################################################################
+//###################################################################
+//###################################################################
+//###################################################################
+//###################################################################
+//###################################################################
+//###################################################################
+//###################################################################
+//###################################################################
+//###################################################################
+//###################################################################
+//###################################################################
+
+MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
+               core::map<v3s16, MapBlock*> &changed_blocks,
+               bool force)
+{
+       DSTACK(__FUNCTION_NAME);
+
+       /*
+               Don't generate if already fully generated
+       */
+       if(force == false)
+       {
+               MapChunk *chunk = getChunk(chunkpos);
+               if(chunk != NULL && chunk->getGenLevel() == GENERATED_FULLY)
+               {
+                       dstream<<"generateChunkRaw(): Chunk "
+                                       <<"("<<chunkpos.X<<","<<chunkpos.Y<<")"
+                                       <<" already generated"<<std::endl;
+                       return chunk;
+               }
+       }
+
+       dstream<<"generateChunkRaw(): Generating chunk "
+                       <<"("<<chunkpos.X<<","<<chunkpos.Y<<")"
+                       <<std::endl;
+       
+       TimeTaker timer("generateChunkRaw()");
+       
+       // The distance how far into the neighbors the generator is allowed to go.
+       s16 max_spread_amount_sectors = 2;
+       assert(max_spread_amount_sectors <= m_chunksize);
+       s16 max_spread_amount = max_spread_amount_sectors * MAP_BLOCKSIZE;
+
+       s16 y_blocks_min = -4;
+       s16 y_blocks_max = 3;
+
+       v2s16 sectorpos_base = chunk_to_sector(chunkpos);
+       s16 sectorpos_base_size = m_chunksize;
+
+       v2s16 sectorpos_bigbase =
+                       sectorpos_base - v2s16(1,1) * max_spread_amount_sectors;
+       s16 sectorpos_bigbase_size =
+                       sectorpos_base_size + 2 * max_spread_amount_sectors;
+                       
+       ChunkMakeData data;
+       data.seed = m_seed;
+       data.y_blocks_min = y_blocks_min;
+       data.y_blocks_max = y_blocks_max;
+       data.sectorpos_base = sectorpos_base;
+       data.sectorpos_base_size = sectorpos_base_size;
+       data.sectorpos_bigbase = sectorpos_bigbase;
+       data.sectorpos_bigbase_size = sectorpos_bigbase_size;
+       data.max_spread_amount = max_spread_amount;
+
+       /*
+               Create the whole area of this and the neighboring chunks
+       */
+       {
+               TimeTaker timer("generateChunkRaw() create area");
                
-               /*
-                       Apply initial sunlight
-               */
+               for(s16 x=0; x<sectorpos_bigbase_size; x++)
+               for(s16 z=0; z<sectorpos_bigbase_size; z++)
                {
-                       u8 light = LIGHT_SUN;
-                       v3s16 em = vmanip.m_area.getExtent();
-                       s16 y_start = y_nodes_max;
-                       u32 i = vmanip.m_area.index(v3s16(p2d.X, y_start, p2d.Y));
-                       for(s16 y=y_start; y>=y_nodes_min; y--)
+                       v2s16 sectorpos = sectorpos_bigbase + v2s16(x,z);
+                       ServerMapSector *sector = createSector(sectorpos);
+                       assert(sector);
+
+                       for(s16 y=y_blocks_min; y<=y_blocks_max; y++)
                        {
-                               MapNode *n = &vmanip.m_data[i];
+                               v3s16 blockpos(sectorpos.X, y, sectorpos.Y);
+                               MapBlock *block = createBlock(blockpos);
 
-                               if(light_propagates_content(n->d) == false)
-                               {
-                                       light = 0;
-                               }
-                               else if(light != LIGHT_SUN
-                                       || sunlight_propagates_content(n->d) == false)
-                               {
-                                       if(light > 0)
-                                               light--;
-                               }
-                               
-                               n->setLight(LIGHTBANK_DAY, light);
-                               n->setLight(LIGHTBANK_NIGHT, 0);
-                               
-                               // This doesn't take much time
-                               if(light != 0)
-                               {
-                                       // Insert light source
-                                       light_sources.insert(v3s16(p2d.X, y, p2d.Y), true);
-                               }
-                               
-                               // Increment index by y
-                               vmanip.m_area.add_y(em, i, -1);
+                               // Lighting won't be calculated
+                               //block->setLightingExpired(true);
+                               // Lighting will be calculated
+                               block->setLightingExpired(false);
+
+                               /*
+                                       Block gets sunlight if this is true.
+
+                                       This should be set to true when the top side of a block
+                                       is completely exposed to the sky.
+
+                                       Actually this doesn't matter now because the
+                                       initial lighting is done here.
+                               */
+                               block->setIsUnderground(y != y_blocks_max);
                        }
                }
        }
-#endif
-
-       }//timer1
+       
+       /*
+               Now we have a big empty area.
 
-       // Spread light around
+               Make a ManualMapVoxelManipulator that contains this and the
+               neighboring chunks
+       */
+       
+       v3s16 bigarea_blocks_min(
+               sectorpos_bigbase.X,
+               y_blocks_min,
+               sectorpos_bigbase.Y
+       );
+       v3s16 bigarea_blocks_max(
+               sectorpos_bigbase.X + sectorpos_bigbase_size - 1,
+               y_blocks_max,
+               sectorpos_bigbase.Y + sectorpos_bigbase_size - 1
+       );
+       
+       data.vmanip.setMap(this);
+       // Add the area
        {
-               TimeTaker timer("generateChunkRaw() spreadLight");
-               vmanip.spreadLight(LIGHTBANK_DAY, light_sources);
+               TimeTaker timer("generateChunkRaw() initialEmerge");
+               data.vmanip.initialEmerge(bigarea_blocks_min, bigarea_blocks_max);
        }
        
-       /*
-               Generation ended
-       */
-
-       timer_generate.stop();
+       // Generate stuff
+       makeChunk(&data);
 
        /*
                Blit generated stuff to map
@@ -3700,7 +3550,7 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
        {
                // 70ms @cs=8
                //TimeTaker timer("generateChunkRaw() blitBackAll");
-               vmanip.blitBackAll(&changed_blocks);
+               data.vmanip.blitBackAll(&changed_blocks);
        }
 
        /*
index 081705a5f83f4e26c7852dd681d66ac6028a314d..8a004ee64b5337a3387bcd3b9db834dc10297522 100644 (file)
--- a/src/map.h
+++ b/src/map.h
@@ -731,6 +731,9 @@ class ManualMapVoxelManipulator : public MapVoxelManipulator
 public:
        ManualMapVoxelManipulator(Map *map);
        virtual ~ManualMapVoxelManipulator();
+
+       void setMap(Map *map)
+       {m_map = map;}
        
        virtual void emerge(VoxelArea a, s32 caller_id=-1);
 
index 04d204a2a3e459cbd6b8a3c7d44dcd85cca10826..c5703bf334324211b9aa9e5af2f003148cabfe47 100644 (file)
@@ -139,6 +139,22 @@ void * EmergeThread::Thread()
                bool got_block = true;
                core::map<v3s16, MapBlock*> modified_blocks;
                
+               bool only_from_disk = false;
+               
+               if(optional)
+                       only_from_disk = true;
+
+               /*
+                       TODO: Map loading logic here, so that the chunk can be
+                       generated asynchronously:
+
+                       - Check limits
+                       With the environment locked:
+                       - Check if block already is loaded and not dummy
+                               - If so, we're ready
+                       - 
+               */
+               
                {//envlock
 
                //TimeTaker envlockwaittimer("block emerge envlock wait time");
@@ -151,10 +167,6 @@ void * EmergeThread::Thread()
                //TimeTaker timer("block emerge (while env locked)");
                        
                try{
-                       bool only_from_disk = false;
-                       
-                       if(optional)
-                               only_from_disk = true;
                        
                        // First check if the block already exists
                        //block = map.getBlockNoCreate(p);
@@ -167,28 +179,6 @@ void * EmergeThread::Thread()
                                                only_from_disk,
                                                changed_blocks,
                                                lighting_invalidated_blocks);
-
-#if 0
-                               /*
-                                       While we're at it, generate some other blocks too
-                               */
-                               try
-                               {
-                                       map.emergeBlock(
-                                                       p+v3s16(0,1,0),
-                                                       only_from_disk,
-                                                       changed_blocks,
-                                                       lighting_invalidated_blocks);
-                                       map.emergeBlock(
-                                                       p+v3s16(0,-1,0),
-                                                       only_from_disk,
-                                                       changed_blocks,
-                                                       lighting_invalidated_blocks);
-                               }
-                               catch(InvalidPositionException &e)
-                               {
-                               }
-#endif
                        }
 
                        // If it is a dummy, block was not found on disk
@@ -3824,34 +3814,6 @@ Player *Server::emergePlayer(const char *name, const char *password,
                                continue;
                        }
 
-#if 0
-// Doesn't work, generating blocks is a bit too complicated for doing here
-                       // Get block at point
-                       v3s16 nodepos3d;
-                       nodepos3d = v3s16(nodepos.X, groundheight+1, nodepos.Y);
-                       v3s16 blockpos = getNodeBlockPos(nodepos3d);
-                       ((ServerMap*)(&m_env.getMap()))->emergeBlock(blockpos);
-                       // Don't go inside ground
-                       try{
-                               /*v3s16 footpos(nodepos.X, groundheight+1, nodepos.Y);
-                               v3s16 headpos(nodepos.X, groundheight+2, nodepos.Y);*/
-                               v3s16 footpos = nodepos3d + v3s16(0,0,0);
-                               v3s16 headpos = nodepos3d + v3s16(0,1,0);
-                               if(m_env.getMap().getNode(footpos).d != CONTENT_AIR
-                                       || m_env.getMap().getNode(headpos).d != CONTENT_AIR)
-                               {
-                                       dstream<<"-> Inside ground"<<std::endl;
-                                       // In ground
-                                       continue;
-                               }
-                       }catch(InvalidPositionException &e)
-                       {
-                               dstream<<"-> Invalid position"<<std::endl;
-                               // Ignore invalid position
-                               continue;
-                       }
-#endif
-
                        // Found a good place
                        dstream<<"Searched through "<<i<<" places."<<std::endl;
                        break;
index 3174b75a786550e662499b183978a2b9c2d3b1c2..a58ca524db538bde457877b1367422960ec92e74 100644 (file)
@@ -272,7 +272,7 @@ RatSAO::RatSAO(ServerEnvironment *env, u16 id, v3f pos):
        ServerActiveObject(env, id, pos),
        m_speed_f(0,0,0)
 {
-       dstream<<"Server: RatSAO created"<<std::endl;
+       //dstream<<"Server: RatSAO created"<<std::endl;
        ServerActiveObject::registerType(getType(), create);
 
        m_oldpos = v3f(0,0,0);
@@ -425,7 +425,7 @@ std::string RatSAO::getClientInitializationData()
 
 std::string RatSAO::getStaticData()
 {
-       dstream<<__FUNCTION_NAME<<std::endl;
+       //dstream<<__FUNCTION_NAME<<std::endl;
        std::ostringstream os(std::ios::binary);
        // version
        writeU8(os, 0);