some tweaking
authorPerttu Ahola <celeron55@gmail.com>
Wed, 2 Feb 2011 16:46:14 +0000 (18:46 +0200)
committerPerttu Ahola <celeron55@gmail.com>
Wed, 2 Feb 2011 16:46:14 +0000 (18:46 +0200)
src/light.cpp
src/main.cpp
src/map.cpp
src/mapnode.cpp
src/server.cpp

index fec800874b717f20e8017ec63e7012cf089ec7a0..c0255f7fbb1b8b01b23d4aadb2841606ffd03aa8 100644 (file)
@@ -29,6 +29,24 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 u8 light_decode_table[LIGHT_MAX+1] = 
 {
 0,
+7,
+11,
+15,
+21,
+29,
+42,
+53,
+69,
+85,
+109,
+135,
+167,
+205,
+255,
+};
+/*u8 light_decode_table[LIGHT_MAX+1] = 
+{
+0,
 6,
 8,
 11,
@@ -43,7 +61,7 @@ u8 light_decode_table[LIGHT_MAX+1] =
 143,
 191,
 255,
-};
+};*/
 /*u8 light_decode_table[LIGHT_MAX+1] = 
 {
 0,
index ef720789427db392f0830f81b9183ec26a4a0f75..e6b55e1bf15e20f2a0930e6e727d29aeeff96a46 100644 (file)
@@ -348,6 +348,8 @@ Doing now:
 * Add some kind of erosion and other stuff that now is possible\r
 * Make client to fetch stuff asynchronously\r
   - Needs method SyncProcessData\r
+* What is the problem with the server constantly saving one or a few\r
+  blocks? List the first saved block, maybe it explains.\r
 \r
 ======================================================================\r
 \r
index 7c0d19dbb5dbe834dd5068bf0e42e90975b6a69f..80210ceadcc3836b2abab7622e502c305bb9d907 100644 (file)
@@ -2145,7 +2145,7 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
        
        TimeTaker timer("generateChunkRaw()");
        
-       // The distance how far into the neighbors the generator is allowed to go
+       // 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;
@@ -2190,6 +2190,12 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
                        *(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
        */
@@ -2226,6 +2232,12 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
                        }
                }
        }
+       
+       /*
+               Clear all light emitted 
+       */
+
+       core::map<v3s16, u8> unlight_from;
 
        /*
                Now we have a big empty area.
@@ -2310,7 +2322,8 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
        */
 
        u32 stone_obstacle_amount =
-                       myrand_range(0, myrand_range(20, myrand_range(80,150)));
+                       myrand_range(0, myrand_range(20, 150));
+                       //myrand_range(0, myrand_range(20, myrand_range(80,150)));
 
        /*
                Loop this part, it will make stuff look older and newer nicely
@@ -2346,9 +2359,19 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
                        myrand_range(0, maxheight_randomized),
                        myrand_range(5, stone_obstacle_max_size)
                );
-               v2s16 ob_place(
+               /*v2s16 ob_place(
                        myrand_range(0, sectorpos_base_size*MAP_BLOCKSIZE-1),
                        myrand_range(0, sectorpos_base_size*MAP_BLOCKSIZE-1)
+               );*/
+               /*
+                       Limit by 1 to not obstruct sunlight at borders, because
+                       it would fuck up lighting in some places because we're
+                       leaving out removing light from the borders for optimization
+                       and simplicity.
+               */
+               v2s16 ob_place(
+                       myrand_range(1, sectorpos_base_size*MAP_BLOCKSIZE-1-1),
+                       myrand_range(1, sectorpos_base_size*MAP_BLOCKSIZE-1-1)
                );
                
                // Minimum space left on top of the obstacle
@@ -2450,20 +2473,20 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
                Make dungeons
        */
        u32 dungeons_count = relative_volume / 200000;
-       u32 bruises_count = relative_volume * stone_surface_max_y / 15000000;
+       u32 bruises_count = relative_volume * stone_surface_max_y / 200000 / 50;
        for(u32 jj=0; jj<dungeons_count+bruises_count; jj++)
        {
-               s16 min_tunnel_diameter = 1;
-               s16 max_tunnel_diameter = 5;
-               u16 tunnel_routepoints = 10;
+               s16 min_tunnel_diameter = 3;
+               s16 max_tunnel_diameter = 6;
+               u16 tunnel_routepoints = 15;
                
                bool bruise_surface = (jj < bruises_count);
 
                if(bruise_surface)
                {
                        min_tunnel_diameter = 5;
-                       max_tunnel_diameter = myrand_range(8, 20);
-                       tunnel_routepoints = 7;
+                       max_tunnel_diameter = myrand_range(10, 20);
+                       tunnel_routepoints = 3;
                }
 
                // Allowed route area size in nodes
@@ -2801,11 +2824,25 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
        for(s16 k=0; k<4; k++)
        {
 
-       for(s16 x=0-max_spread_amount+1;
+       /*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++)*/
+       
+       /*
+               Firstly, limit area by 1 because mud is flown into neighbors.
+               Secondly, limit by 1 more to not obstruct sunlight at borders,
+               because it would fuck up lighting in some places because we're
+               leaving out removing light from the borders for optimization
+               and simplicity.
+       */
+       for(s16 x=0-max_spread_amount+2;
+                       x<sectorpos_base_size*MAP_BLOCKSIZE+max_spread_amount-2;
+                       x++)
+       for(s16 z=0-max_spread_amount+2;
+                       z<sectorpos_base_size*MAP_BLOCKSIZE+max_spread_amount-2;
                        z++)
        {
                // Node position in 2d
@@ -3070,13 +3107,76 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
        // 750ms @cs=8, can't optimize more
        //TimeTaker timer1("initial lighting");
 
+#if 0
+       /*
+               Go through the edges and add all nodes that have light to light_sources
+       */
+       
+       // Four edges
+       for(s16 i=0; i<4; i++)
+       // Edge length
+       for(s16 j=lighting_min_d;
+                       j<=lighting_max_d;
+                       j++)
+       {
+               s16 x;
+               s16 z;
+               // +-X
+               if(i == 0 || i == 1)
+               {
+                       x = (i==0) ? lighting_min_d : lighting_max_d;
+                       if(i == 0)
+                               z = lighting_min_d;
+                       else
+                               z = lighting_max_d;
+               }
+               // +-Z
+               else
+               {
+                       z = (i==0) ? lighting_min_d : lighting_max_d;
+                       if(i == 0)
+                               x = lighting_min_d;
+                       else
+                               x = lighting_max_d;
+               }
+               
+               // Node position in 2d
+               v2s16 p2d = sectorpos_base*MAP_BLOCKSIZE + v2s16(x,z);
+
+               {
+                       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--)
+                       {
+                               MapNode *n = &vmanip.m_data[i];
+                               if(n->getLight(LIGHTBANK_DAY) != 0)
+                               {
+                                       light_sources.insert(v3s16(p2d.X, y, p2d.Y), true);
+                               }
+                       }
+               }
+       }
+#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;
+       /*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++)*/
+       
+       /*
+               This has to be 1 smaller than the actual area, because
+               neighboring nodes are checked.
+       */
+       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++)
        {
                // Node position in 2d
@@ -3135,7 +3235,7 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
                                                }
                                        }
                                }
-
+                               
                                n->setLight(LIGHTBANK_DAY, light);
                                n->setLight(LIGHTBANK_NIGHT, 0);
                                
index f5ca0ca9ee1169076e8588168a0421b23d70541a..c5b252d8ee0fb100b83784015c941b0b4513d02e 100644 (file)
@@ -140,7 +140,8 @@ void init_mapnode(IIrrlichtWrapper *irrlicht)
        
        i = CONTENT_WATERSOURCE;
        f = &g_content_features[i];
-       f->setTexture(0, irrlicht->getTextureId("water.png"), WATER_ALPHA);
+       //f->setTexture(0, irrlicht->getTextureId("water.png"), WATER_ALPHA);
+       f->setAllTextures(irrlicht->getTextureId("water.png"), WATER_ALPHA);
        f->setInventoryTexture(irrlicht->getTextureId("water.png"));
        f->param_type = CPT_LIGHT;
        f->light_propagates = true;
index d71a6c05317f30e16b2e4e8c5ba0997bf45c161c..abf48df9aa2c1c721ce0fa3ba2a1e599c7d41455 100644 (file)
@@ -510,9 +510,13 @@ void RemoteClient::GetNextBlocks(Server *server, float dtime,
                        }
                        else
                        {
-                               // Limit the generating area vertically to 2/3
+                               /*// Limit the generating area vertically to 2/3
                                if(abs(p.Y - center.Y) > d_max_gen - d_max_gen / 3)
-                                       generate = false;
+                                       generate = false;*/
+
+                               // Limit the send area vertically to 2/3
+                               if(abs(p.Y - center.Y) > d_max_gen - d_max_gen / 3)
+                                       continue;
                        }
 
 #if 0