Example #1
0
void ClientMap::updateDrawList(video::IVideoDriver* driver)
{
	ScopeProfiler sp(g_profiler, "CM::updateDrawList()", SPT_AVG);
	g_profiler->add("CM::updateDrawList() count", 1);

	INodeDefManager *nodemgr = m_gamedef->ndef();

	for(std::map<v3s16, MapBlock*>::iterator
			i = m_drawlist.begin();
			i != m_drawlist.end(); ++i)
	{
		MapBlock *block = i->second;
		block->refDrop();
	}
	m_drawlist.clear();

	m_camera_mutex.Lock();
	v3f camera_position = m_camera_position;
	v3f camera_direction = m_camera_direction;
	f32 camera_fov = m_camera_fov;
	m_camera_mutex.Unlock();

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

	v3s16 cam_pos_nodes = floatToInt(camera_position, BS);
	v3s16 box_nodes_d = m_control.wanted_range * v3s16(1,1,1);
	v3s16 p_nodes_min = cam_pos_nodes - box_nodes_d;
	v3s16 p_nodes_max = cam_pos_nodes + box_nodes_d;
	// Take a fair amount as we will be dropping more out later
	// Umm... these additions are a bit strange but they are needed.
	v3s16 p_blocks_min(
			p_nodes_min.X / MAP_BLOCKSIZE - 3,
			p_nodes_min.Y / MAP_BLOCKSIZE - 3,
			p_nodes_min.Z / MAP_BLOCKSIZE - 3);
	v3s16 p_blocks_max(
			p_nodes_max.X / MAP_BLOCKSIZE + 1,
			p_nodes_max.Y / MAP_BLOCKSIZE + 1,
			p_nodes_max.Z / MAP_BLOCKSIZE + 1);
	
	// Number of blocks in rendering range
	u32 blocks_in_range = 0;
	// Number of blocks occlusion culled
	u32 blocks_occlusion_culled = 0;
	// Number of blocks in rendering range but don't have a mesh
	u32 blocks_in_range_without_mesh = 0;
	// Blocks that had mesh that would have been drawn according to
	// rendering range (if max blocks limit didn't kick in)
	u32 blocks_would_have_drawn = 0;
	// Blocks that were drawn and had a mesh
	u32 blocks_drawn = 0;
	// Blocks which had a corresponding meshbuffer for this pass
	//u32 blocks_had_pass_meshbuf = 0;
	// Blocks from which stuff was actually drawn
	//u32 blocks_without_stuff = 0;

	for(std::map<v2s16, MapSector*>::iterator
			si = m_sectors.begin();
			si != m_sectors.end(); ++si)
	{
		MapSector *sector = si->second;
		v2s16 sp = sector->getPos();
		
		if(m_control.range_all == false)
		{
			if(sp.X < p_blocks_min.X
			|| sp.X > p_blocks_max.X
			|| sp.Y < p_blocks_min.Z
			|| sp.Y > p_blocks_max.Z)
				continue;
		}

		std::list< MapBlock * > sectorblocks;
		sector->getBlocks(sectorblocks);
		
		/*
			Loop through blocks in sector
		*/

		u32 sector_blocks_drawn = 0;
		
		std::list< MapBlock * >::iterator i;
		for(i=sectorblocks.begin(); i!=sectorblocks.end(); i++)
		{
			MapBlock *block = *i;

			/*
				Compare block position to camera position, skip
				if not seen on display
			*/
			
			float range = 100000 * BS;
			if(m_control.range_all == false)
				range = m_control.wanted_range * BS;

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

			// This is ugly (spherical distance limit?)
			/*if(m_control.range_all == false &&
					d - 0.5*BS*MAP_BLOCKSIZE > range)
				continue;*/

			blocks_in_range++;
			
			/*
				Ignore if mesh doesn't exist
			*/
			{
				//JMutexAutoLock lock(block->mesh_mutex);

				if(block->mesh == NULL){
					blocks_in_range_without_mesh++;
					continue;
				}
			}

			/*
				Occlusion culling
			*/

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

			v3s16 cpn = block->getPos() * MAP_BLOCKSIZE;
			cpn += v3s16(MAP_BLOCKSIZE/2, MAP_BLOCKSIZE/2, MAP_BLOCKSIZE/2);
			float step = BS*1;
			float stepfac = 1.1;
			float startoff = BS*1;
			float endoff = -BS*MAP_BLOCKSIZE*1.42*1.42;
			v3s16 spn = cam_pos_nodes + v3s16(0,0,0);
			s16 bs2 = MAP_BLOCKSIZE/2 + 1;
			u32 needed_count = 1;
			if(
				occlusion_culling_enabled &&
				isOccluded(this, spn, cpn + v3s16(0,0,0),
					step, stepfac, startoff, endoff, needed_count, nodemgr) &&
				isOccluded(this, spn, cpn + v3s16(bs2,bs2,bs2),
					step, stepfac, startoff, endoff, needed_count, nodemgr) &&
				isOccluded(this, spn, cpn + v3s16(bs2,bs2,-bs2),
					step, stepfac, startoff, endoff, needed_count, nodemgr) &&
				isOccluded(this, spn, cpn + v3s16(bs2,-bs2,bs2),
					step, stepfac, startoff, endoff, needed_count, nodemgr) &&
				isOccluded(this, spn, cpn + v3s16(bs2,-bs2,-bs2),
					step, stepfac, startoff, endoff, needed_count, nodemgr) &&
				isOccluded(this, spn, cpn + v3s16(-bs2,bs2,bs2),
					step, stepfac, startoff, endoff, needed_count, nodemgr) &&
				isOccluded(this, spn, cpn + v3s16(-bs2,bs2,-bs2),
					step, stepfac, startoff, endoff, needed_count, nodemgr) &&
				isOccluded(this, spn, cpn + v3s16(-bs2,-bs2,bs2),
					step, stepfac, startoff, endoff, needed_count, nodemgr) &&
				isOccluded(this, spn, cpn + v3s16(-bs2,-bs2,-bs2),
					step, stepfac, startoff, endoff, needed_count, nodemgr)
			)
			{
				blocks_occlusion_culled++;
				continue;
			}
			
			// This block is in range. Reset usage timer.
			block->resetUsageTimer();

			// Limit block count in case of a sudden increase
			blocks_would_have_drawn++;
			if(blocks_drawn >= m_control.wanted_max_blocks
					&& m_control.range_all == false
					&& d > m_control.wanted_min_range * BS)
				continue;

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

			sector_blocks_drawn++;
			blocks_drawn++;

		} // foreach sectorblocks

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

	m_control.blocks_would_have_drawn = blocks_would_have_drawn;
	m_control.blocks_drawn = blocks_drawn;

	g_profiler->avg("CM: blocks in range", blocks_in_range);
	g_profiler->avg("CM: blocks occlusion culled", blocks_occlusion_culled);
	if(blocks_in_range != 0)
		g_profiler->avg("CM: blocks in range without mesh (frac)",
				(float)blocks_in_range_without_mesh/blocks_in_range);
	g_profiler->avg("CM: blocks drawn", blocks_drawn);
	g_profiler->avg("CM: wanted max blocks", m_control.wanted_max_blocks);
}
Example #2
0
void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
{
	DSTACK(__FUNCTION_NAME);

	bool is_transparent_pass = pass == scene::ESNRP_TRANSPARENT;
	
	std::string prefix;
	if(pass == scene::ESNRP_SOLID)
		prefix = "CM: solid: ";
	else
		prefix = "CM: transparent: ";

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

	bool use_trilinear_filter = g_settings->getBool("trilinear_filter");
	bool use_bilinear_filter = g_settings->getBool("bilinear_filter");
	bool use_anisotropic_filter = g_settings->getBool("anisotropic_filter");

	/*
		Get time for measuring timeout.
		
		Measuring time is very useful for long delays when the
		machine is swapping a lot.
	*/
	int time1 = time(0);

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

	m_camera_mutex.Lock();
	v3f camera_position = m_camera_position;
	v3f camera_direction = m_camera_direction;
	f32 camera_fov = m_camera_fov;
	m_camera_mutex.Unlock();

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

	v3s16 cam_pos_nodes = floatToInt(camera_position, BS);
	
	v3s16 box_nodes_d = m_control.wanted_range * v3s16(1,1,1);

	v3s16 p_nodes_min = cam_pos_nodes - box_nodes_d;
	v3s16 p_nodes_max = cam_pos_nodes + box_nodes_d;

	// Take a fair amount as we will be dropping more out later
	// Umm... these additions are a bit strange but they are needed.
	v3s16 p_blocks_min(
			p_nodes_min.X / MAP_BLOCKSIZE - 3,
			p_nodes_min.Y / MAP_BLOCKSIZE - 3,
			p_nodes_min.Z / MAP_BLOCKSIZE - 3);
	v3s16 p_blocks_max(
			p_nodes_max.X / MAP_BLOCKSIZE + 1,
			p_nodes_max.Y / MAP_BLOCKSIZE + 1,
			p_nodes_max.Z / MAP_BLOCKSIZE + 1);
	
	u32 vertex_count = 0;
	u32 meshbuffer_count = 0;
	
	// For limiting number of mesh animations per frame
	u32 mesh_animate_count = 0;
	u32 mesh_animate_count_far = 0;
	
	// Blocks that were drawn and had a mesh
	u32 blocks_drawn = 0;
	// Blocks which had a corresponding meshbuffer for this pass
	u32 blocks_had_pass_meshbuf = 0;
	// Blocks from which stuff was actually drawn
	u32 blocks_without_stuff = 0;

	/*
		Draw the selected MapBlocks
	*/

	{
	ScopeProfiler sp(g_profiler, prefix+"drawing blocks", SPT_AVG);

	MeshBufListList drawbufs;

	for(std::map<v3s16, MapBlock*>::iterator
			i = m_drawlist.begin();
			i != m_drawlist.end(); ++i)
	{
		MapBlock *block = i->second;

		// If the mesh of the block happened to get deleted, ignore it
		if(block->mesh == NULL)
			continue;
		
		float d = 0.0;
		if(isBlockInSight(block->getPos(), camera_position,
				camera_direction, camera_fov,
				100000*BS, &d) == false)
		{
			continue;
		}

		// Mesh animation
		{
			//JMutexAutoLock lock(block->mesh_mutex);
			MapBlockMesh *mapBlockMesh = block->mesh;
			assert(mapBlockMesh);
			// Pretty random but this should work somewhat nicely
			bool faraway = d >= BS*50;
			//bool faraway = d >= m_control.wanted_range * BS;
			if(mapBlockMesh->isAnimationForced() ||
					!faraway ||
					mesh_animate_count_far < (m_control.range_all ? 200 : 50))
			{
				bool animated = mapBlockMesh->animate(
						faraway,
						animation_time,
						crack,
						daynight_ratio);
				if(animated)
					mesh_animate_count++;
				if(animated && faraway)
					mesh_animate_count_far++;
			}
			else
			{
				mapBlockMesh->decreaseAnimationForceTimer();
			}
		}

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

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

			scene::SMesh *mesh = mapBlockMesh->getMesh();
			assert(mesh);

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

				buf->getMaterial().setFlag(video::EMF_TRILINEAR_FILTER, use_trilinear_filter);
				buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, use_bilinear_filter);
				buf->getMaterial().setFlag(video::EMF_ANISOTROPIC_FILTER, use_anisotropic_filter);

				const video::SMaterial& material = buf->getMaterial();
				video::IMaterialRenderer* rnd =
						driver->getMaterialRenderer(material.MaterialType);
				bool transparent = (rnd && rnd->isTransparent());
				if(transparent == is_transparent_pass)
				{
					if(buf->getVertexCount() == 0)
						errorstream<<"Block ["<<analyze_block(block)
								<<"] contains an empty meshbuf"<<std::endl;
					drawbufs.add(buf);
				}
			}
		}
	}
	
	std::list<MeshBufList> &lists = drawbufs.lists;
	
	int timecheck_counter = 0;
	for(std::list<MeshBufList>::iterator i = lists.begin();
			i != lists.end(); ++i)
	{
		{
			timecheck_counter++;
			if(timecheck_counter > 50)
			{
				timecheck_counter = 0;
				int time2 = time(0);
				if(time2 > time1 + 4)
				{
					infostream<<"ClientMap::renderMap(): "
						"Rendering takes ages, returning."
						<<std::endl;
					return;
				}
			}
		}

		MeshBufList &list = *i;
		
		driver->setMaterial(list.m);
		
		for(std::list<scene::IMeshBuffer*>::iterator j = list.bufs.begin();
				j != list.bufs.end(); ++j)
		{
			scene::IMeshBuffer *buf = *j;
			driver->drawMeshBuffer(buf);
			vertex_count += buf->getVertexCount();
			meshbuffer_count++;
		}
#if 0
		/*
			Draw the faces of the block
		*/
		{
			//JMutexAutoLock lock(block->mesh_mutex);

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

			scene::SMesh *mesh = mapBlockMesh->getMesh();
			assert(mesh);

			u32 c = mesh->getMeshBufferCount();
			bool stuff_actually_drawn = false;
			for(u32 i=0; i<c; i++)
			{
				scene::IMeshBuffer *buf = mesh->getMeshBuffer(i);
				const video::SMaterial& material = buf->getMaterial();
				video::IMaterialRenderer* rnd =
						driver->getMaterialRenderer(material.MaterialType);
				bool transparent = (rnd && rnd->isTransparent());
				// Render transparent on transparent pass and likewise.
				if(transparent == is_transparent_pass)
				{
					if(buf->getVertexCount() == 0)
						errorstream<<"Block ["<<analyze_block(block)
								<<"] contains an empty meshbuf"<<std::endl;
					/*
						This *shouldn't* hurt too much because Irrlicht
						doesn't change opengl textures if the old
						material has the same texture.
					*/
					driver->setMaterial(buf->getMaterial());
					driver->drawMeshBuffer(buf);
					vertex_count += buf->getVertexCount();
					meshbuffer_count++;
					stuff_actually_drawn = true;
				}
			}
			if(stuff_actually_drawn)
				blocks_had_pass_meshbuf++;
			else
				blocks_without_stuff++;
		}
#endif
	}
	} // ScopeProfiler
	
	// Log only on solid pass because values are the same
	if(pass == scene::ESNRP_SOLID){
		g_profiler->avg("CM: animated meshes", mesh_animate_count);
		g_profiler->avg("CM: animated meshes (far)", mesh_animate_count_far);
	}
	
	g_profiler->avg(prefix+"vertices drawn", vertex_count);
	if(blocks_had_pass_meshbuf != 0)
		g_profiler->avg(prefix+"meshbuffers per block",
				(float)meshbuffer_count / (float)blocks_had_pass_meshbuf);
	if(blocks_drawn != 0)
		g_profiler->avg(prefix+"empty blocks (frac)",
				(float)blocks_without_stuff / blocks_drawn);

	/*infostream<<"renderMap(): is_transparent_pass="******", rendered "<<vertex_count<<" vertices."<<std::endl;*/
}
Example #3
0
void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
{
    DSTACK(__FUNCTION_NAME);

    bool is_transparent_pass = pass == scene::ESNRP_TRANSPARENT;

    std::string prefix;
    if(pass == scene::ESNRP_SOLID)
        prefix = "CM: solid: ";
    else
        prefix = "CM: transparent: ";

    //ScopeProfiler sp(g_profiler, "CM::renderMap() " + prefix, SPT_AVG);

    /*
    	Get time for measuring timeout.

    	Measuring time is very useful for long delays when the
    	machine is swapping a lot.
    */
    //int time1 = time(0);

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

    m_camera_mutex.Lock();
    v3f camera_position = m_camera_position;
    f32 camera_fov = m_camera_fov * 1.1;
    m_camera_mutex.Unlock();

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

    v3s16 cam_pos_nodes = floatToInt(camera_position, BS);

    u32 vertex_count = 0;
    u32 meshbuffer_count = 0;

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

    // Blocks that were drawn and had a mesh
    u32 blocks_drawn = 0;
    // Blocks which had a corresponding meshbuffer for this pass
    u32 blocks_had_pass_meshbuf = 0;
    // Blocks from which stuff was actually drawn
    u32 blocks_without_stuff = 0;

    /*
    	Draw the selected MapBlocks
    */

    {
        //ScopeProfiler sp(g_profiler, prefix+"drawing blocks", SPT_AVG);

        MeshBufListList drawbufs;
        std::vector<MapBlock::mesh_type> used_meshes; //keep shared_ptr
        auto drawlist = m_drawlist.load();
        auto lock = drawlist->lock_shared_rec();
        used_meshes.reserve(drawlist->size());
        //g_profiler->add("CM::renderMap()cnt"+ prefix, drawlist->size());
        for(auto & ir : *drawlist) {
            auto block = ir.second;

            int mesh_step = getFarmeshStep(m_control, getNodeBlockPos(cam_pos_nodes), block->getPos());
            // If the mesh of the block happened to get deleted, ignore it
            auto mapBlockMesh = block->getMesh(mesh_step);
            if (!mapBlockMesh)
                continue;

            float d = 0.0;
            if(isBlockInSight(block->getPos(), camera_position,
                              m_camera_direction, camera_fov,
                              100000*BS, &d) == false)
            {
                continue;
            }

            used_meshes.emplace_back(mapBlockMesh);

            // Mesh animation
            {
                //JMutexAutoLock lock(block->mesh_mutex);

                mapBlockMesh->updateCameraOffset(m_camera_offset);

                // Pretty random but this should work somewhat nicely
                bool faraway = d >= BS*50;
                //bool faraway = d >= m_control.wanted_range * BS;
                if(mapBlockMesh->isAnimationForced() ||
                        !faraway ||
                        mesh_animate_count_far < (m_control.range_all ? 200 : 50))
                {
                    bool animated = mapBlockMesh->animate(
                                        faraway,
                                        animation_time,
                                        crack,
                                        daynight_ratio);
                    if(animated)
                        mesh_animate_count++;
                    if(animated && faraway)
                        mesh_animate_count_far++;
                }
                else
                {
                    mapBlockMesh->decreaseAnimationForceTimer();
                }
            }

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

                auto *mesh = mapBlockMesh->getMesh();
                if (!mesh)
                    continue;

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

                    buf->getMaterial().setFlag(video::EMF_TRILINEAR_FILTER, m_cache_trilinear_filter);
                    buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, m_cache_bilinear_filter);
                    buf->getMaterial().setFlag(video::EMF_ANISOTROPIC_FILTER, m_cache_anistropic_filter);

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

        std::vector<MeshBufList> &lists = drawbufs.lists;

        //int timecheck_counter = 0;
        for(std::vector<MeshBufList>::iterator i = lists.begin();
                i != lists.end(); ++i) {
#if 0
            timecheck_counter++;
            if(timecheck_counter > 50) {
                timecheck_counter = 0;
                int time2 = time(0);
                if(time2 > time1 + 4) {
                    infostream << "ClientMap::renderMap(): "
                               "Rendering takes ages, returning."
                               << std::endl;
                    return;
                }
            }
#endif

            MeshBufList &list = *i;

            driver->setMaterial(list.m);

            for(std::vector<scene::IMeshBuffer*>::iterator j = list.bufs.begin();
                    j != list.bufs.end(); ++j) {
                scene::IMeshBuffer *buf = *j;
                driver->drawMeshBuffer(buf);
                vertex_count += buf->getVertexCount();
                meshbuffer_count++;
            }

        }
    } // ScopeProfiler

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

    g_profiler->avg(prefix+"vertices drawn", vertex_count);
    if(blocks_had_pass_meshbuf != 0)
        g_profiler->avg(prefix+"meshbuffers per block",
                        (float)meshbuffer_count / (float)blocks_had_pass_meshbuf);
    if(blocks_drawn != 0)
        g_profiler->avg(prefix+"empty blocks (frac)",
                        (float)blocks_without_stuff / blocks_drawn);

    g_profiler->avg("CM: PrimitiveDrawn", driver->getPrimitiveCountDrawn());

    /*infostream<<"renderMap(): is_transparent_pass="******", rendered "<<vertex_count<<" vertices."<<std::endl;*/
}
Example #4
0
void RemoteClient::GetNextBlocks (
		ServerEnvironment *env,
		EmergeManager * emerge,
		float dtime,
		std::vector<PrioritySortedBlockTransfer> &dest)
{
	DSTACK(FUNCTION_NAME);


	// Increment timers
	m_nothing_to_send_pause_timer -= dtime;
	m_nearest_unsent_reset_timer += dtime;

	if(m_nothing_to_send_pause_timer >= 0)
		return;

	RemotePlayer *player = env->getPlayer(peer_id);
	// This can happen sometimes; clients and players are not in perfect sync.
	if (!player)
		return;

	PlayerSAO *sao = player->getPlayerSAO();
	if (!sao)
		return;

	// Won't send anything if already sending
	if(m_blocks_sending.size() >= g_settings->getU16
			("max_simultaneous_block_sends_per_client"))
	{
		//infostream<<"Not sending any blocks, Queue full."<<std::endl;
		return;
	}

	v3f playerpos = sao->getBasePosition();
	const v3f &playerspeed = player->getSpeed();
	v3f playerspeeddir(0,0,0);
	if(playerspeed.getLength() > 1.0*BS)
		playerspeeddir = playerspeed / playerspeed.getLength();
	// Predict to next block
	v3f playerpos_predicted = playerpos + playerspeeddir*MAP_BLOCKSIZE*BS;

	v3s16 center_nodepos = floatToInt(playerpos_predicted, BS);

	v3s16 center = getNodeBlockPos(center_nodepos);

	// Camera position and direction
	v3f camera_pos = sao->getEyePosition();
	v3f camera_dir = v3f(0,0,1);
	camera_dir.rotateYZBy(sao->getPitch());
	camera_dir.rotateXZBy(sao->getYaw());

	/*infostream<<"camera_dir=("<<camera_dir.X<<","<<camera_dir.Y<<","
			<<camera_dir.Z<<")"<<std::endl;*/

	/*
		Get the starting value of the block finder radius.
	*/

	if(m_last_center != center)
	{
		m_nearest_unsent_d = 0;
		m_last_center = center;
	}

	/*infostream<<"m_nearest_unsent_reset_timer="
			<<m_nearest_unsent_reset_timer<<std::endl;*/

	// Reset periodically to workaround for some bugs or stuff
	if(m_nearest_unsent_reset_timer > 20.0)
	{
		m_nearest_unsent_reset_timer = 0;
		m_nearest_unsent_d = 0;
		//infostream<<"Resetting m_nearest_unsent_d for "
		//		<<server->getPlayerName(peer_id)<<std::endl;
	}

	//s16 last_nearest_unsent_d = m_nearest_unsent_d;
	s16 d_start = m_nearest_unsent_d;

	//infostream<<"d_start="<<d_start<<std::endl;

	u16 max_simul_sends_setting = g_settings->getU16
			("max_simultaneous_block_sends_per_client");
	u16 max_simul_sends_usually = max_simul_sends_setting;

	/*
		Check the time from last addNode/removeNode.

		Decrease send rate if player is building stuff.
	*/
	m_time_from_building += dtime;
	if(m_time_from_building < g_settings->getFloat(
				"full_block_send_enable_min_time_from_building"))
	{
		max_simul_sends_usually
			= LIMITED_MAX_SIMULTANEOUS_BLOCK_SENDS;
	}

	/*
		Number of blocks sending + number of blocks selected for sending
	*/
	u32 num_blocks_selected = m_blocks_sending.size();

	/*
		next time d will be continued from the d from which the nearest
		unsent block was found this time.

		This is because not necessarily any of the blocks found this
		time are actually sent.
	*/
	s32 new_nearest_unsent_d = -1;

	// get view range and camera fov from the client
	s16 wanted_range = sao->getWantedRange();
	float camera_fov = sao->getFov();
	// if FOV, wanted_range are not available (old client), fall back to old default
	if (wanted_range <= 0) wanted_range = 1000;
	if (camera_fov <= 0) camera_fov = (72.0*M_PI/180) * 4./3.;

	const s16 full_d_max = MYMIN(g_settings->getS16("max_block_send_distance"), wanted_range);
	const s16 d_opt = MYMIN(g_settings->getS16("block_send_optimize_distance"), wanted_range);
	const s16 d_blocks_in_sight = full_d_max * BS * MAP_BLOCKSIZE;
	//infostream << "Fov from client " << camera_fov << " full_d_max " << full_d_max << std::endl;

	s16 d_max = full_d_max;
	s16 d_max_gen = MYMIN(g_settings->getS16("max_block_generate_distance"), wanted_range);

	// Don't loop very much at a time
	s16 max_d_increment_at_time = 2;
	if(d_max > d_start + max_d_increment_at_time)
		d_max = d_start + max_d_increment_at_time;

	s32 nearest_emerged_d = -1;
	s32 nearest_emergefull_d = -1;
	s32 nearest_sent_d = -1;
	//bool queue_is_full = false;

	const v3s16 cam_pos_nodes = floatToInt(camera_pos, BS);
	const bool occ_cull = g_settings->getBool("server_side_occlusion_culling");

	s16 d;
	for(d = d_start; d <= d_max; d++) {
		/*
			Get the border/face dot coordinates of a "d-radiused"
			box
		*/
		std::vector<v3s16> list = FacePositionCache::getFacePositions(d);

		std::vector<v3s16>::iterator li;
		for(li = list.begin(); li != list.end(); ++li) {
			v3s16 p = *li + center;

			/*
				Send throttling
				- Don't allow too many simultaneous transfers
				- EXCEPT when the blocks are very close

				Also, don't send blocks that are already flying.
			*/

			// Start with the usual maximum
			u16 max_simul_dynamic = max_simul_sends_usually;

			// If block is very close, allow full maximum
			if(d <= BLOCK_SEND_DISABLE_LIMITS_MAX_D)
				max_simul_dynamic = max_simul_sends_setting;

			// Don't select too many blocks for sending
			if (num_blocks_selected >= max_simul_dynamic) {
				//queue_is_full = true;
				goto queue_full_break;
			}

			// Don't send blocks that are currently being transferred
			if (m_blocks_sending.find(p) != m_blocks_sending.end())
				continue;

			/*
				Do not go over max mapgen limit
			*/
			if (blockpos_over_max_limit(p))
				continue;

			// If this is true, inexistent block will be made from scratch
			bool generate = d <= d_max_gen;

			/*
				Don't generate or send if not in sight
				FIXME This only works if the client uses a small enough
				FOV setting. The default of 72 degrees is fine.
			*/

			f32 dist;
			if (!isBlockInSight(p, camera_pos, camera_dir, camera_fov, d_blocks_in_sight, &dist)) {
				continue;
			}

			/*
				Don't send already sent blocks
			*/
			{
				if(m_blocks_sent.find(p) != m_blocks_sent.end())
				{
					continue;
				}
			}

			/*
				Check if map has this block
			*/
			MapBlock *block = env->getMap().getBlockNoCreateNoEx(p);

			bool surely_not_found_on_disk = false;
			bool block_is_invalid = false;
			if (block) {
				// Reset usage timer, this block will be of use in the future.
				block->resetUsageTimer();

				// Block is dummy if data doesn't exist.
				// It means it has been not found from disk and not generated
				if (block->isDummy()) {
					surely_not_found_on_disk = true;
				}

				if (!block->isGenerated())
					block_is_invalid = true;

				/*
					If block is not close, don't send it unless it is near
					ground level.

					Block is near ground level if night-time mesh
					differs from day-time mesh.
				*/
				if (d >= d_opt) {
					if (!block->getDayNightDiff())
						continue;
				}

				if (occ_cull && !block_is_invalid &&
						env->getMap().isBlockOccluded(block, cam_pos_nodes)) {
					continue;
				}
			}

			/*
				If block has been marked to not exist on disk (dummy)
				and generating new ones is not wanted, skip block.
			*/
			if (!generate && surely_not_found_on_disk) {
				// get next one.
				continue;
			}

			/*
				Add inexistent block to emerge queue.
			*/
			if(block == NULL || surely_not_found_on_disk || block_is_invalid)
			{
				if (emerge->enqueueBlockEmerge(peer_id, p, generate)) {
					if (nearest_emerged_d == -1)
						nearest_emerged_d = d;
				} else {
					if (nearest_emergefull_d == -1)
						nearest_emergefull_d = d;
					goto queue_full_break;
				}

				// get next one.
				continue;
			}

			if(nearest_sent_d == -1)
				nearest_sent_d = d;

			/*
				Add block to send queue
			*/
			PrioritySortedBlockTransfer q((float)dist, p, peer_id);

			dest.push_back(q);

			num_blocks_selected += 1;
		}
	}
queue_full_break:

	// If nothing was found for sending and nothing was queued for
	// emerging, continue next time browsing from here
	if(nearest_emerged_d != -1){
		new_nearest_unsent_d = nearest_emerged_d;
	} else if(nearest_emergefull_d != -1){
		new_nearest_unsent_d = nearest_emergefull_d;
	} else {
		if(d > full_d_max){
			new_nearest_unsent_d = 0;
			m_nothing_to_send_pause_timer = 2.0;
		} else {
			if(nearest_sent_d != -1)
				new_nearest_unsent_d = nearest_sent_d;
			else
				new_nearest_unsent_d = d;
		}
	}

	if(new_nearest_unsent_d != -1)
		m_nearest_unsent_d = new_nearest_unsent_d;
}
Example #5
0
void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
{
	DSTACK(FUNCTION_NAME);

	bool is_transparent_pass = pass == scene::ESNRP_TRANSPARENT;

	std::string prefix;
	if (pass == scene::ESNRP_SOLID)
		prefix = "CM: solid: ";
	else
		prefix = "CM: transparent: ";

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

	/*
		Get time for measuring timeout.

		Measuring time is very useful for long delays when the
		machine is swapping a lot.
	*/
	std::time_t time1 = time(0);

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

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

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

	u32 vertex_count = 0;
	u32 meshbuffer_count = 0;

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

	// Blocks that were drawn and had a mesh
	u32 blocks_drawn = 0;
	// Blocks which had a corresponding meshbuffer for this pass
	u32 blocks_had_pass_meshbuf = 0;
	// Blocks from which stuff was actually drawn
	u32 blocks_without_stuff = 0;

	/*
		Draw the selected MapBlocks
	*/

	{
	ScopeProfiler sp(g_profiler, prefix + "drawing blocks", SPT_AVG);

	MeshBufListList drawbufs;

	for (std::map<v3s16, MapBlock*>::iterator i = m_drawlist.begin();
			i != m_drawlist.end(); ++i) {
		MapBlock *block = i->second;

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

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

		// Mesh animation
		if (pass == scene::ESNRP_SOLID) {
			//MutexAutoLock lock(block->mesh_mutex);
			MapBlockMesh *mapBlockMesh = block->mesh;
			assert(mapBlockMesh);
			// Pretty random but this should work somewhat nicely
			bool faraway = d >= BS * 50;
			//bool faraway = d >= m_control.wanted_range * BS;
			if (mapBlockMesh->isAnimationForced() || !faraway ||
					mesh_animate_count_far < (m_control.range_all ? 200 : 50)) {
				bool animated = mapBlockMesh->animate(faraway, animation_time,
					crack, daynight_ratio);
				if (animated)
					mesh_animate_count++;
				if (animated && faraway)
					mesh_animate_count_far++;
			} else {
				mapBlockMesh->decreaseAnimationForceTimer();
			}
		}

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

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

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

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

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

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

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

	// Render all layers in order
	for (int layer = 0; layer < MAX_TILE_LAYERS; layer++) {
		std::vector<MeshBufList> &lists = drawbufs.lists[layer];

		int timecheck_counter = 0;
		for (MeshBufList &list : lists) {
			timecheck_counter++;
			if (timecheck_counter > 50) {
				timecheck_counter = 0;
				std::time_t time2 = time(0);
				if (time2 > time1 + 4) {
					infostream << "ClientMap::renderMap(): "
						"Rendering takes ages, returning."
						<< std::endl;
					return;
				}
			}

			driver->setMaterial(list.m);

			for (scene::IMeshBuffer *buf : list.bufs) {
				driver->drawMeshBuffer(buf);
				vertex_count += buf->getVertexCount();
				meshbuffer_count++;
			}
		}
	}
	} // ScopeProfiler

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

	g_profiler->avg(prefix + "vertices drawn", vertex_count);
	if (blocks_had_pass_meshbuf != 0)
		g_profiler->avg(prefix + "meshbuffers per block",
			(float)meshbuffer_count / (float)blocks_had_pass_meshbuf);
	if (blocks_drawn != 0)
		g_profiler->avg(prefix + "empty blocks (frac)",
			(float)blocks_without_stuff / blocks_drawn);

	/*infostream<<"renderMap(): is_transparent_pass="******", rendered "<<vertex_count<<" vertices."<<std::endl;*/
}
Example #6
0
void ClientMap::updateDrawList(video::IVideoDriver* driver)
{
	ScopeProfiler sp(g_profiler, "CM::updateDrawList()", SPT_AVG);
	g_profiler->add("CM::updateDrawList() count", 1);

	INodeDefManager *nodemgr = m_gamedef->ndef();

	for (std::map<v3s16, MapBlock*>::iterator i = m_drawlist.begin();
			i != m_drawlist.end(); ++i) {
		MapBlock *block = i->second;
		block->refDrop();
	}
	m_drawlist.clear();

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

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

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

	// Number of blocks in rendering range
	u32 blocks_in_range = 0;
	// Number of blocks occlusion culled
	u32 blocks_occlusion_culled = 0;
	// Number of blocks in rendering range but don't have a mesh
	u32 blocks_in_range_without_mesh = 0;
	// Blocks that had mesh that would have been drawn according to
	// rendering range (if max blocks limit didn't kick in)
	u32 blocks_would_have_drawn = 0;
	// Blocks that were drawn and had a mesh
	u32 blocks_drawn = 0;
	// Blocks which had a corresponding meshbuffer for this pass
	//u32 blocks_had_pass_meshbuf = 0;
	// Blocks from which stuff was actually drawn
	//u32 blocks_without_stuff = 0;
	// Distance to farthest drawn block
	float farthest_drawn = 0;

	for (std::map<v2s16, MapSector*>::iterator si = m_sectors.begin();
			si != m_sectors.end(); ++si) {
		MapSector *sector = si->second;
		v2s16 sp = sector->getPos();

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

		MapBlockVect sectorblocks;
		sector->getBlocks(sectorblocks);

		/*
			Loop through blocks in sector
		*/

		u32 sector_blocks_drawn = 0;

		for (MapBlockVect::iterator i = sectorblocks.begin();
				i != sectorblocks.end(); ++i) {
			MapBlock *block = *i;

			/*
				Compare block position to camera position, skip
				if not seen on display
			*/

			if (block->mesh != NULL)
				block->mesh->updateCameraOffset(m_camera_offset);

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

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

			// This is ugly (spherical distance limit?)
			/*if(m_control.range_all == false &&
					d - 0.5*BS*MAP_BLOCKSIZE > range)
				continue;*/

			blocks_in_range++;

			/*
				Ignore if mesh doesn't exist
			*/
			{
				//MutexAutoLock lock(block->mesh_mutex);

				if (block->mesh == NULL) {
					blocks_in_range_without_mesh++;
					continue;
				}
			}

			/*
				Occlusion culling
			*/

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

			v3s16 cpn = block->getPos() * MAP_BLOCKSIZE;
			cpn += v3s16(MAP_BLOCKSIZE / 2, MAP_BLOCKSIZE / 2, MAP_BLOCKSIZE / 2);
			float step = BS * 1;
			float stepfac = 1.1;
			float startoff = BS * 1;
			// The occlusion search of 'isOccluded()' must stop short of the target
			// point by distance 'endoff' (end offset) to not enter the target mapblock.
			// For the 8 mapblock corners 'endoff' must therefore be the maximum diagonal
			// of a mapblock, because we must consider all view angles.
			// sqrt(1^2 + 1^2 + 1^2) = 1.732
			float endoff = -BS * MAP_BLOCKSIZE * 1.732050807569;
			v3s16 spn = cam_pos_nodes;
			s16 bs2 = MAP_BLOCKSIZE / 2 + 1;
			// to reduce the likelihood of falsely occluded blocks
			// require at least two solid blocks
			// this is a HACK, we should think of a more precise algorithm
			u32 needed_count = 2;
			if (occlusion_culling_enabled &&
					// For the central point of the mapblock 'endoff' can be halved
					isOccluded(this, spn, cpn,
						step, stepfac, startoff, endoff / 2.0f, needed_count, nodemgr) &&
					isOccluded(this, spn, cpn + v3s16(bs2,bs2,bs2),
						step, stepfac, startoff, endoff, needed_count, nodemgr) &&
					isOccluded(this, spn, cpn + v3s16(bs2,bs2,-bs2),
						step, stepfac, startoff, endoff, needed_count, nodemgr) &&
					isOccluded(this, spn, cpn + v3s16(bs2,-bs2,bs2),
						step, stepfac, startoff, endoff, needed_count, nodemgr) &&
					isOccluded(this, spn, cpn + v3s16(bs2,-bs2,-bs2),
						step, stepfac, startoff, endoff, needed_count, nodemgr) &&
					isOccluded(this, spn, cpn + v3s16(-bs2,bs2,bs2),
						step, stepfac, startoff, endoff, needed_count, nodemgr) &&
					isOccluded(this, spn, cpn + v3s16(-bs2,bs2,-bs2),
						step, stepfac, startoff, endoff, needed_count, nodemgr) &&
					isOccluded(this, spn, cpn + v3s16(-bs2,-bs2,bs2),
						step, stepfac, startoff, endoff, needed_count, nodemgr) &&
					isOccluded(this, spn, cpn + v3s16(-bs2,-bs2,-bs2),
						step, stepfac, startoff, endoff, needed_count, nodemgr)) {
				blocks_occlusion_culled++;
				continue;
			}

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

			// Limit block count in case of a sudden increase
			blocks_would_have_drawn++;
			if (blocks_drawn >= m_control.wanted_max_blocks &&
					!m_control.range_all &&
					d > m_control.wanted_range * BS)
				continue;

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

			sector_blocks_drawn++;
			blocks_drawn++;
			if (d / BS > farthest_drawn)
				farthest_drawn = d / BS;

		} // foreach sectorblocks

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

	m_control.blocks_would_have_drawn = blocks_would_have_drawn;
	m_control.blocks_drawn = blocks_drawn;
	m_control.farthest_drawn = farthest_drawn;

	g_profiler->avg("CM: blocks in range", blocks_in_range);
	g_profiler->avg("CM: blocks occlusion culled", blocks_occlusion_culled);
	if (blocks_in_range != 0)
		g_profiler->avg("CM: blocks in range without mesh (frac)",
				(float)blocks_in_range_without_mesh / blocks_in_range);
	g_profiler->avg("CM: blocks drawn", blocks_drawn);
	g_profiler->avg("CM: farthest drawn", farthest_drawn);
	g_profiler->avg("CM: wanted max blocks", m_control.wanted_max_blocks);
}
Example #7
0
void ClientMap::updateDrawList(video::IVideoDriver* driver)
{
	ScopeProfiler sp(g_profiler, "CM::updateDrawList()", SPT_AVG);
	g_profiler->add("CM::updateDrawList() count", 1);

	for (std::map<v3s16, MapBlock*>::iterator i = m_drawlist.begin();
			i != m_drawlist.end(); ++i) {
		MapBlock *block = i->second;
		block->refDrop();
	}
	m_drawlist.clear();

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

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

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

	// Number of blocks in rendering range
	u32 blocks_in_range = 0;
	// Number of blocks occlusion culled
	u32 blocks_occlusion_culled = 0;
	// Number of blocks in rendering range but don't have a mesh
	u32 blocks_in_range_without_mesh = 0;
	// Blocks that had mesh that would have been drawn according to
	// rendering range (if max blocks limit didn't kick in)
	u32 blocks_would_have_drawn = 0;
	// Blocks that were drawn and had a mesh
	u32 blocks_drawn = 0;
	// Blocks which had a corresponding meshbuffer for this pass
	//u32 blocks_had_pass_meshbuf = 0;
	// Blocks from which stuff was actually drawn
	//u32 blocks_without_stuff = 0;
	// Distance to farthest drawn block
	float farthest_drawn = 0;

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

	for (std::map<v2s16, MapSector*>::iterator si = m_sectors.begin();
			si != m_sectors.end(); ++si) {
		MapSector *sector = si->second;
		v2s16 sp = sector->getPos();

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

		MapBlockVect sectorblocks;
		sector->getBlocks(sectorblocks);

		/*
			Loop through blocks in sector
		*/

		u32 sector_blocks_drawn = 0;

		for (MapBlockVect::iterator i = sectorblocks.begin();
				i != sectorblocks.end(); ++i) {
			MapBlock *block = *i;

			/*
				Compare block position to camera position, skip
				if not seen on display
			*/

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

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

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

			blocks_in_range++;

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

			/*
				Occlusion culling
			*/
			if (occlusion_culling_enabled && isBlockOccluded(block, cam_pos_nodes)) {
				blocks_occlusion_culled++;
				continue;
			}

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

			// Limit block count in case of a sudden increase
			blocks_would_have_drawn++;
			if (blocks_drawn >= m_control.wanted_max_blocks &&
					!m_control.range_all &&
					d > m_control.wanted_range * BS)
				continue;

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

			sector_blocks_drawn++;
			blocks_drawn++;
			if (d / BS > farthest_drawn)
				farthest_drawn = d / BS;

		} // foreach sectorblocks

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

	m_control.blocks_would_have_drawn = blocks_would_have_drawn;
	m_control.blocks_drawn = blocks_drawn;
	m_control.farthest_drawn = farthest_drawn;

	g_profiler->avg("CM: blocks in range", blocks_in_range);
	g_profiler->avg("CM: blocks occlusion culled", blocks_occlusion_culled);
	if (blocks_in_range != 0)
		g_profiler->avg("CM: blocks in range without mesh (frac)",
				(float)blocks_in_range_without_mesh / blocks_in_range);
	g_profiler->avg("CM: blocks drawn", blocks_drawn);
	g_profiler->avg("CM: farthest drawn", farthest_drawn);
	g_profiler->avg("CM: wanted max blocks", m_control.wanted_max_blocks);
}
Example #8
0
int RemoteClient::GetNextBlocks(
		ServerEnvironment *env,
		EmergeManager * emerge,
		float dtime,
		double m_uptime,
		std::vector<PrioritySortedBlockTransfer> &dest)
{
	DSTACK(__FUNCTION_NAME);

	// Increment timers
	m_nothing_to_send_pause_timer -= dtime;
	m_nearest_unsent_reset_timer += dtime;

	if(m_nothing_to_send_pause_timer >= 0)
		return 0;

	Player *player = env->getPlayer(peer_id);
	// This can happen sometimes; clients and players are not in perfect sync.
	if(player == NULL)
		return 0;

	v3f playerpos = player->getPosition();
	v3f playerspeed = player->getSpeed();
	if(playerspeed.getLength() > 1000.0*BS) //cheater or bug, ignore him
		return 0;
	v3f playerspeeddir(0,0,0);
	if(playerspeed.getLength() > 1.0*BS)
		playerspeeddir = playerspeed / playerspeed.getLength();
	// Predict to next block
	v3f playerpos_predicted = playerpos + playerspeeddir*MAP_BLOCKSIZE*BS;

	v3s16 center_nodepos = floatToInt(playerpos_predicted, BS);

	v3s16 center = getNodeBlockPos(center_nodepos);

	// Camera position and direction
	v3f camera_pos = player->getEyePosition();
	v3f camera_dir = v3f(0,0,1);
	camera_dir.rotateYZBy(player->getPitch());
	camera_dir.rotateXZBy(player->getYaw());

	/*infostream<<"camera_dir=("<<camera_dir.X<<","<<camera_dir.Y<<","
			<<camera_dir.Z<<")"<<std::endl;*/

	/*
		Get the starting value of the block finder radius.
	*/

	if(m_last_center != center)
	{
		m_nearest_unsent_d = 0;
		m_last_center = center;
	}

	/*infostream<<"m_nearest_unsent_reset_timer="
			<<m_nearest_unsent_reset_timer<<std::endl;*/

	// Reset periodically to workaround for some bugs or stuff
	if(m_nearest_unsent_reset_timer > 120.0)
	{
		m_nearest_unsent_reset_timer = 0;
		m_nearest_unsent_d = 0;
		m_nearest_unsent_nearest = 0;
		//infostream<<"Resetting m_nearest_unsent_d for "<<peer_id<<std::endl;
	}

	//s16 last_nearest_unsent_d = m_nearest_unsent_d;
	s16 d_start = m_nearest_unsent_d;

	//infostream<<"d_start="<<d_start<<std::endl;

	u16 max_simul_sends_setting = g_settings->getU16
			("max_simultaneous_block_sends_per_client");
	u16 max_simul_sends_usually = max_simul_sends_setting;

	/*
		Check the time from last addNode/removeNode.

		Decrease send rate if player is building stuff.
	*/
	m_time_from_building += dtime;
	if(m_time_from_building < g_settings->getFloat(
				"full_block_send_enable_min_time_from_building"))
	{
		max_simul_sends_usually
			= LIMITED_MAX_SIMULTANEOUS_BLOCK_SENDS;
	}

	/*
		Number of blocks sending + number of blocks selected for sending
	*/
	u32 num_blocks_selected = 0;
	u32 num_blocks_sending = 0;

	/*
		next time d will be continued from the d from which the nearest
		unsent block was found this time.

		This is because not necessarily any of the blocks found this
		time are actually sent.
	*/
	s32 new_nearest_unsent_d = -1;

	s16 full_d_max = g_settings->getS16("max_block_send_distance");
	if (wanted_range) {
		s16 wanted_blocks = wanted_range / MAP_BLOCKSIZE + 1;
		if (wanted_blocks < full_d_max)
			full_d_max = wanted_blocks;
	}

	s16 d_max = full_d_max;
	s16 d_max_gen = g_settings->getS16("max_block_generate_distance");

	// Don't loop very much at a time
	s16 max_d_increment_at_time = 5;
	if(d_max > d_start + max_d_increment_at_time)
		d_max = d_start + max_d_increment_at_time;
	/*if(d_max_gen > d_start+2)
		d_max_gen = d_start+2;*/

	//infostream<<"Starting from "<<d_start<<std::endl;

	s32 nearest_emerged_d = -1;
	s32 nearest_emergefull_d = -1;
	s32 nearest_sent_d = -1;
	bool queue_is_full = false;

	f32 speed_in_blocks = (playerspeed/(MAP_BLOCKSIZE*BS)).getLength();

	s16 d;
	for(d = d_start; d <= d_max; d++)
	{
		/*errorstream<<"checking d="<<d<<" for "
				<<server->getPlayerName(peer_id)<<std::endl;*/
		//infostream<<"RemoteClient::SendBlocks(): d="<<d<<" d_start="<<d_start<<" d_max="<<d_max<<" d_max_gen="<<d_max_gen<<std::endl;

		/*
			If m_nearest_unsent_d was changed by the EmergeThread
			(it can change it to 0 through SetBlockNotSent),
			update our d to it.
			Else update m_nearest_unsent_d
		*/
		/*if(m_nearest_unsent_d != last_nearest_unsent_d)
		{
			d = m_nearest_unsent_d;
			last_nearest_unsent_d = m_nearest_unsent_d;
		}*/

		std::list<v3s16> list;
		bool can_skip = d > 1;
		// Fast fall/move optimize. speed_in_blocks now limited to 6.4
		if (speed_in_blocks>0.8 && d <= 2) {
			can_skip = false;
			if (d == 0) {
				for(s16 addn = 0; addn < (speed_in_blocks+1)*2; ++addn)
					list.push_back(floatToInt(playerspeeddir*addn, 1));
			} else if (d == 1) {
				for(s16 addn = 0; addn < (speed_in_blocks+1)*1.5; ++addn) {
					list.push_back(floatToInt(playerspeeddir*addn, 1) + v3s16( 0,  0,  1)); // back
					list.push_back(floatToInt(playerspeeddir*addn, 1) + v3s16( -1, 0,  0)); // left
					list.push_back(floatToInt(playerspeeddir*addn, 1) + v3s16( 1,  0,  0)); // right
					list.push_back(floatToInt(playerspeeddir*addn, 1) + v3s16( 0,  0, -1)); // front
				}
			} else if (d == 2) {
				for(s16 addn = 0; addn < (speed_in_blocks+1)*1.5; ++addn) {
					list.push_back(floatToInt(playerspeeddir*addn, 1) + v3s16( -1, 0,  1)); // back left
					list.push_back(floatToInt(playerspeeddir*addn, 1) + v3s16( 1,  0,  1)); // left right
					list.push_back(floatToInt(playerspeeddir*addn, 1) + v3s16( -1, 0, -1)); // right left
					list.push_back(floatToInt(playerspeeddir*addn, 1) + v3s16( 1,  0, -1)); // front right
				}
			}
		} else {
		/*
			Get the border/face dot coordinates of a "d-radiused"
			box
		*/
			getFacePositions(list, d);
		}

		std::list<v3s16>::iterator li;
		for(li=list.begin(); li!=list.end(); ++li)
		{
			v3s16 p = *li + center;

			/*
				Send throttling
				- Don't allow too many simultaneous transfers
				- EXCEPT when the blocks are very close

				Also, don't send blocks that are already flying.
			*/

			// Start with the usual maximum
			u16 max_simul_dynamic = max_simul_sends_usually;

			// If block is very close, allow full maximum
			if(d <= BLOCK_SEND_DISABLE_LIMITS_MAX_D)
				max_simul_dynamic = max_simul_sends_setting;

			// Don't select too many blocks for sending
			if(num_blocks_selected+num_blocks_sending >= max_simul_dynamic)
			{
				queue_is_full = true;
				goto queue_full_break;
			}

			/*
				Do not go over-limit
			*/
			if(p.X < -MAP_GENERATION_LIMIT / MAP_BLOCKSIZE
			|| p.X > MAP_GENERATION_LIMIT / MAP_BLOCKSIZE
			|| p.Y < -MAP_GENERATION_LIMIT / MAP_BLOCKSIZE
			|| p.Y > MAP_GENERATION_LIMIT / MAP_BLOCKSIZE
			|| p.Z < -MAP_GENERATION_LIMIT / MAP_BLOCKSIZE
			|| p.Z > MAP_GENERATION_LIMIT / MAP_BLOCKSIZE)
				continue;

			// If this is true, inexistent block will be made from scratch
			bool generate = d <= d_max_gen;

			{
				/*// Limit the generating area vertically to 2/3
				if(abs(p.Y - center.Y) > d_max_gen - d_max_gen / 3)
					generate = false;*/

				/* maybe good idea (if not use block culling) but brokes far (25+) area generate by flooding emergequeue with no generate blocks
				// Limit the send area vertically to 1/2
				if(can_skip && abs(p.Y - center.Y) > full_d_max / 2)
					generate = false;
				*/
			}


			//infostream<<"d="<<d<<std::endl;
			/*
				Don't generate or send if not in sight
				FIXME This only works if the client uses a small enough
				FOV setting. The default of 72 degrees is fine.
			*/

			float camera_fov = (80.0*M_PI/180) * 4./3.;
			if(can_skip && isBlockInSight(p, camera_pos, camera_dir, camera_fov, 10000*BS) == false)
			{
				continue;
			}

			/*
				Don't send already sent blocks
			*/
			{
				if(m_blocks_sent.find(p) != m_blocks_sent.end() && m_blocks_sent[p] > 0 && m_blocks_sent[p] + (d <= 2 ? 1 : d*d*d) > m_uptime) {
					continue;
				}
			}

			/*
				Check if map has this block
			*/
			MapBlock *block = env->getMap().getBlockNoCreateNoEx(p);

			bool surely_not_found_on_disk = false;
			bool block_is_invalid = false;
			if(block != NULL)
			{

				if (m_blocks_sent[p] > 0 && m_blocks_sent[p] >= block->m_changed_timestamp) {
					continue;
				}

				// Reset usage timer, this block will be of use in the future.
				block->resetUsageTimer();

				// Block is dummy if data doesn't exist.
				// It means it has been not found from disk and not generated
				if(block->isDummy())
				{
					surely_not_found_on_disk = true;
				}

				if (block->getLightingExpired()) {
					continue;
				}
				// Block is valid if lighting is up-to-date and data exists
				if(block->isValid() == false)
				{
					block_is_invalid = true;
				}

				if(block->isGenerated() == false)
				{
					continue;
				}

				/*
					If block is not close, don't send it unless it is near
					ground level.

					Block is near ground level if night-time mesh
					differs from day-time mesh.
				*/
/*
				if(d >= 4)
				{
					if(block->getDayNightDiff() == false)
						continue;
				}
*/
			}

			/*
				If block has been marked to not exist on disk (dummy)
				and generating new ones is not wanted, skip block.
			*/
			if(generate == false && surely_not_found_on_disk == true)
			{
				// get next one.
				continue;
			}

			/*
				Add inexistent block to emerge queue.
			*/
			if(block == NULL || surely_not_found_on_disk || block_is_invalid)
			{
				//infostream<<"start gen d="<<d<<" p="<<p<<" notfound="<<surely_not_found_on_disk<<" invalid="<< block_is_invalid<<" block="<<block<<" generate="<<generate<<std::endl;

				if (emerge->enqueueBlockEmerge(peer_id, p, generate)) {
					if (nearest_emerged_d == -1)
						nearest_emerged_d = d;
				} else {
					if (nearest_emergefull_d == -1)
						nearest_emergefull_d = d;
					goto queue_full_break;
				}

				// get next one.
				continue;
			}

			if(nearest_sent_d == -1)
				nearest_sent_d = d;

			/*
				Add block to send queue
			*/

			PrioritySortedBlockTransfer q((float)d, p, peer_id);

			dest.push_back(q);

			num_blocks_selected += 1;
		}
	}
queue_full_break:

	//infostream<<"Stopped at "<<d<<" d_start="<<d_start<< " d_max="<<d_max<<" nearest_emerged_d="<<nearest_emerged_d<<" nearest_emergefull_d="<<nearest_emergefull_d<< " new_nearest_unsent_d="<<new_nearest_unsent_d<< " sel="<<num_blocks_selected<< "+"<<num_blocks_sending <<std::endl;
	num_blocks_selected += num_blocks_sending;
	if(!num_blocks_selected && d_start == d) {
		//new_nearest_unsent_d = 0;
		m_nothing_to_send_pause_timer = 1.0;
	}
		

	// If nothing was found for sending and nothing was queued for
	// emerging, continue next time browsing from here
	if(nearest_emerged_d != -1){
		new_nearest_unsent_d = nearest_emerged_d;
	} else if(nearest_emergefull_d != -1){
		new_nearest_unsent_d = nearest_emergefull_d;
	} else {
		if(d > full_d_max){
			new_nearest_unsent_d = 0;
			m_nothing_to_send_pause_timer = 2.0;
		} else {
			if(nearest_sent_d != -1)
				new_nearest_unsent_d = nearest_sent_d;
			else
				new_nearest_unsent_d = d;
		}
	}

	if(new_nearest_unsent_d != -1)
		m_nearest_unsent_d = new_nearest_unsent_d;
	return num_blocks_selected - num_blocks_sending;
}
Example #9
0
void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
{
	INodeDefManager *nodemgr = m_gamedef->ndef();

	//m_dout<<DTIME<<"Rendering map..."<<std::endl;
	DSTACK(__FUNCTION_NAME);

	bool is_transparent_pass = pass == scene::ESNRP_TRANSPARENT;
	
	std::string prefix;
	if(pass == scene::ESNRP_SOLID)
		prefix = "CM: solid: ";
	else
		prefix = "CM: transparent: ";

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

	/*
		Get time for measuring timeout.
		
		Measuring time is very useful for long delays when the
		machine is swapping a lot.
	*/
	int time1 = time(0);

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

	m_camera_mutex.Lock();
	v3f camera_position = m_camera_position;
	v3f camera_direction = m_camera_direction;
	f32 camera_fov = m_camera_fov;
	m_camera_mutex.Unlock();

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

	v3s16 cam_pos_nodes = floatToInt(camera_position, BS);
	
	v3s16 box_nodes_d = m_control.wanted_range * v3s16(1,1,1);

	v3s16 p_nodes_min = cam_pos_nodes - box_nodes_d;
	v3s16 p_nodes_max = cam_pos_nodes + box_nodes_d;

	// Take a fair amount as we will be dropping more out later
	// Umm... these additions are a bit strange but they are needed.
	v3s16 p_blocks_min(
			p_nodes_min.X / MAP_BLOCKSIZE - 3,
			p_nodes_min.Y / MAP_BLOCKSIZE - 3,
			p_nodes_min.Z / MAP_BLOCKSIZE - 3);
	v3s16 p_blocks_max(
			p_nodes_max.X / MAP_BLOCKSIZE + 1,
			p_nodes_max.Y / MAP_BLOCKSIZE + 1,
			p_nodes_max.Z / MAP_BLOCKSIZE + 1);
	
	u32 vertex_count = 0;
	u32 meshbuffer_count = 0;
	
	// For limiting number of mesh animations per frame
	u32 mesh_animate_count = 0;
	u32 mesh_animate_count_far = 0;
	
	// Number of blocks in rendering range
	u32 blocks_in_range = 0;
	// Number of blocks occlusion culled
	u32 blocks_occlusion_culled = 0;
	// Number of blocks in rendering range but don't have a mesh
	u32 blocks_in_range_without_mesh = 0;
	// Blocks that had mesh that would have been drawn according to
	// rendering range (if max blocks limit didn't kick in)
	u32 blocks_would_have_drawn = 0;
	// Blocks that were drawn and had a mesh
	u32 blocks_drawn = 0;
	// Blocks which had a corresponding meshbuffer for this pass
	u32 blocks_had_pass_meshbuf = 0;
	// Blocks from which stuff was actually drawn
	u32 blocks_without_stuff = 0;

	/*
		Collect a set of blocks for drawing
	*/
	
	core::map<v3s16, MapBlock*> drawset;

	{
	ScopeProfiler sp(g_profiler, prefix+"collecting blocks for drawing", SPT_AVG);

	for(core::map<v2s16, MapSector*>::Iterator
			si = m_sectors.getIterator();
			si.atEnd() == false; si++)
	{
		MapSector *sector = si.getNode()->getValue();
		v2s16 sp = sector->getPos();
		
		if(m_control.range_all == false)
		{
			if(sp.X < p_blocks_min.X
			|| sp.X > p_blocks_max.X
			|| sp.Y < p_blocks_min.Z
			|| sp.Y > p_blocks_max.Z)
				continue;
		}

		core::list< MapBlock * > sectorblocks;
		sector->getBlocks(sectorblocks);
		
		/*
			Loop through blocks in sector
		*/

		u32 sector_blocks_drawn = 0;
		
		core::list< MapBlock * >::Iterator i;
		for(i=sectorblocks.begin(); i!=sectorblocks.end(); i++)
		{
			MapBlock *block = *i;

			/*
				Compare block position to camera position, skip
				if not seen on display
			*/
			
			float range = 100000 * BS;
			if(m_control.range_all == false)
				range = m_control.wanted_range * BS;

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

			// This is ugly (spherical distance limit?)
			/*if(m_control.range_all == false &&
					d - 0.5*BS*MAP_BLOCKSIZE > range)
				continue;*/

			blocks_in_range++;
			
			/*
				Ignore if mesh doesn't exist
			*/
			{
				//JMutexAutoLock lock(block->mesh_mutex);

				if(block->mesh == NULL){
					blocks_in_range_without_mesh++;
					continue;
				}
			}

			/*
				Occlusion culling
			*/

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

			v3s16 cpn = block->getPos() * MAP_BLOCKSIZE;
			cpn += v3s16(MAP_BLOCKSIZE/2, MAP_BLOCKSIZE/2, MAP_BLOCKSIZE/2);
			float step = BS*1;
			float stepfac = 1.1;
			float startoff = BS*1;
			float endoff = -BS*MAP_BLOCKSIZE*1.42*1.42;
			v3s16 spn = cam_pos_nodes + v3s16(0,0,0);
			s16 bs2 = MAP_BLOCKSIZE/2 + 1;
			u32 needed_count = 1;
			if(
				occlusion_culling_enabled &&
				isOccluded(this, spn, cpn + v3s16(0,0,0),
					step, stepfac, startoff, endoff, needed_count, nodemgr) &&
				isOccluded(this, spn, cpn + v3s16(bs2,bs2,bs2),
					step, stepfac, startoff, endoff, needed_count, nodemgr) &&
				isOccluded(this, spn, cpn + v3s16(bs2,bs2,-bs2),
					step, stepfac, startoff, endoff, needed_count, nodemgr) &&
				isOccluded(this, spn, cpn + v3s16(bs2,-bs2,bs2),
					step, stepfac, startoff, endoff, needed_count, nodemgr) &&
				isOccluded(this, spn, cpn + v3s16(bs2,-bs2,-bs2),
					step, stepfac, startoff, endoff, needed_count, nodemgr) &&
				isOccluded(this, spn, cpn + v3s16(-bs2,bs2,bs2),
					step, stepfac, startoff, endoff, needed_count, nodemgr) &&
				isOccluded(this, spn, cpn + v3s16(-bs2,bs2,-bs2),
					step, stepfac, startoff, endoff, needed_count, nodemgr) &&
				isOccluded(this, spn, cpn + v3s16(-bs2,-bs2,bs2),
					step, stepfac, startoff, endoff, needed_count, nodemgr) &&
				isOccluded(this, spn, cpn + v3s16(-bs2,-bs2,-bs2),
					step, stepfac, startoff, endoff, needed_count, nodemgr)
			)
			{
				blocks_occlusion_culled++;
				continue;
			}
			
			// This block is in range. Reset usage timer.
			block->resetUsageTimer();

			// Limit block count in case of a sudden increase
			blocks_would_have_drawn++;
			if(blocks_drawn >= m_control.wanted_max_blocks
					&& m_control.range_all == false
					&& d > m_control.wanted_min_range * BS)
				continue;

			// Mesh animation
			{
				//JMutexAutoLock lock(block->mesh_mutex);
				MapBlockMesh *mapBlockMesh = block->mesh;
				// Pretty random but this should work somewhat nicely
				bool faraway = d >= BS*50;
				//bool faraway = d >= m_control.wanted_range * BS;
				if(mapBlockMesh->isAnimationForced() ||
						!faraway ||
						mesh_animate_count_far < (m_control.range_all ? 200 : 50))
				{
					bool animated = mapBlockMesh->animate(
							faraway,
							animation_time,
							crack,
							daynight_ratio);
					if(animated)
						mesh_animate_count++;
					if(animated && faraway)
						mesh_animate_count_far++;
				}
				else
				{
					mapBlockMesh->decreaseAnimationForceTimer();
				}
			}

			// Add to set
			drawset[block->getPos()] = block;
			
			sector_blocks_drawn++;
			blocks_drawn++;

		} // foreach sectorblocks

		if(sector_blocks_drawn != 0)
			m_last_drawn_sectors[sp] = true;
	}
	} // ScopeProfiler
	
	/*
		Draw the selected MapBlocks
	*/

	{
	ScopeProfiler sp(g_profiler, prefix+"drawing blocks", SPT_AVG);

	int timecheck_counter = 0;
	for(core::map<v3s16, MapBlock*>::Iterator
			i = drawset.getIterator();
			i.atEnd() == false; i++)
	{
		{
			timecheck_counter++;
			if(timecheck_counter > 50)
			{
				timecheck_counter = 0;
				int time2 = time(0);
				if(time2 > time1 + 4)
				{
					infostream<<"ClientMap::renderMap(): "
						"Rendering takes ages, returning."
						<<std::endl;
					return;
				}
			}
		}
		
		MapBlock *block = i.getNode()->getValue();

		/*
			Draw the faces of the block
		*/
		{
			//JMutexAutoLock lock(block->mesh_mutex);

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

			scene::SMesh *mesh = mapBlockMesh->getMesh();
			assert(mesh);

			u32 c = mesh->getMeshBufferCount();
			bool stuff_actually_drawn = false;
			for(u32 i=0; i<c; i++)
			{
				scene::IMeshBuffer *buf = mesh->getMeshBuffer(i);
				const video::SMaterial& material = buf->getMaterial();
				video::IMaterialRenderer* rnd =
						driver->getMaterialRenderer(material.MaterialType);
				bool transparent = (rnd && rnd->isTransparent());
				// Render transparent on transparent pass and likewise.
				if(transparent == is_transparent_pass)
				{
					if(buf->getVertexCount() == 0)
						errorstream<<"Block ["<<analyze_block(block)
								<<"] contains an empty meshbuf"<<std::endl;
					/*
						This *shouldn't* hurt too much because Irrlicht
						doesn't change opengl textures if the old
						material has the same texture.
					*/
					driver->setMaterial(buf->getMaterial());
					driver->drawMeshBuffer(buf);
					vertex_count += buf->getVertexCount();
					meshbuffer_count++;
					stuff_actually_drawn = true;
				}
			}
			if(stuff_actually_drawn)
				blocks_had_pass_meshbuf++;
			else
				blocks_without_stuff++;
		}
	}
	} // ScopeProfiler
	
	// Log only on solid pass because values are the same
	if(pass == scene::ESNRP_SOLID){
		g_profiler->avg("CM: blocks in range", blocks_in_range);
		g_profiler->avg("CM: blocks occlusion culled", blocks_occlusion_culled);
		if(blocks_in_range != 0)
			g_profiler->avg("CM: blocks in range without mesh (frac)",
					(float)blocks_in_range_without_mesh/blocks_in_range);
		g_profiler->avg("CM: blocks drawn", blocks_drawn);
		g_profiler->avg("CM: animated meshes", mesh_animate_count);
		g_profiler->avg("CM: animated meshes (far)", mesh_animate_count_far);
	}
	
	g_profiler->avg(prefix+"vertices drawn", vertex_count);
	if(blocks_had_pass_meshbuf != 0)
		g_profiler->avg(prefix+"meshbuffers per block",
				(float)meshbuffer_count / (float)blocks_had_pass_meshbuf);
	if(blocks_drawn != 0)
		g_profiler->avg(prefix+"empty blocks (frac)",
				(float)blocks_without_stuff / blocks_drawn);

	m_control.blocks_drawn = blocks_drawn;
	m_control.blocks_would_have_drawn = blocks_would_have_drawn;

	/*infostream<<"renderMap(): is_transparent_pass="******", rendered "<<vertex_count<<" vertices."<<std::endl;*/
}
Example #10
0
int RemoteClient::GetNextBlocks (
		ServerEnvironment *env,
		EmergeManager * emerge,
		float dtime,
		double m_uptime,
		std::vector<PrioritySortedBlockTransfer> &dest)
{
	DSTACK(FUNCTION_NAME);

	auto lock = lock_unique_rec();
	if (!lock->owns_lock())
		return 0;

	// Increment timers
	m_nothing_to_send_pause_timer -= dtime;
	m_nearest_unsent_reset_timer += dtime;
	m_time_from_building += dtime;

	if (m_nearest_unsent_reset) {
		m_nearest_unsent_reset = 0;
		m_nearest_unsent_reset_timer = 999;
		m_nothing_to_send_pause_timer = 0;
		m_time_from_building = 999;
	}

	if(m_nothing_to_send_pause_timer >= 0)
		return 0;

	Player *player = env->getPlayer(peer_id);
	// This can happen sometimes; clients and players are not in perfect sync.
	if(player == NULL)
		return 0;

	v3f playerpos = player->getPosition();
	v3f playerspeed = player->getSpeed();
	if(playerspeed.getLength() > 1000.0*BS) //cheater or bug, ignore him
		return 0;
	v3f playerspeeddir(0,0,0);
	if(playerspeed.getLength() > 1.0*BS)
		playerspeeddir = playerspeed / playerspeed.getLength();
	// Predict to next block
	v3f playerpos_predicted = playerpos + playerspeeddir*MAP_BLOCKSIZE*BS;

	v3s16 center_nodepos = floatToInt(playerpos_predicted, BS);

	v3s16 center = getNodeBlockPos(center_nodepos);

	// Camera position and direction
	v3f camera_pos = player->getEyePosition();
	v3f camera_dir = v3f(0,0,1);
	camera_dir.rotateYZBy(player->getPitch());
	camera_dir.rotateXZBy(player->getYaw());

	//infostream<<"camera_dir=("<<camera_dir<<")"<< " camera_pos="<<camera_pos<<std::endl;

	/*
		Get the starting value of the block finder radius.
	*/

	if(m_last_center != center)
	{
		m_last_center = center;
		m_nearest_unsent_reset_timer = 999;
	}

	if (m_last_direction.getDistanceFrom(camera_dir)>0.4) { // 1 = 90deg
		m_last_direction = camera_dir;
		m_nearest_unsent_reset_timer = 999;
	}

	/*infostream<<"m_nearest_unsent_reset_timer="
			<<m_nearest_unsent_reset_timer<<std::endl;*/

	// Reset periodically to workaround for some bugs or stuff
	if(m_nearest_unsent_reset_timer > 120.0)
	{
		m_nearest_unsent_reset_timer = 0;
		m_nearest_unsent_d = 0;
		m_nearest_unsent_reset = 0;
		//infostream<<"Resetting m_nearest_unsent_d for "<<peer_id<<std::endl;
	}

	//s16 last_nearest_unsent_d = m_nearest_unsent_d;
	s16 d_start = m_nearest_unsent_d;

	//infostream<<"d_start="<<d_start<<std::endl;

	static const u16 max_simul_sends_setting = g_settings->getU16
			("max_simultaneous_block_sends_per_client");
	static const u16 max_simul_sends_usually = max_simul_sends_setting;

	/*
		Check the time from last addNode/removeNode.

		Decrease send rate if player is building stuff.
	*/
	static const auto full_block_send_enable_min_time_from_building = g_settings->getFloat("full_block_send_enable_min_time_from_building");
	if(m_time_from_building < full_block_send_enable_min_time_from_building)
	{
		/*
		max_simul_sends_usually
			= LIMITED_MAX_SIMULTANEOUS_BLOCK_SENDS;
		*/
		if(d_start<=1)
			d_start=2;
		m_nearest_unsent_reset_timer = 999; //magical number more than ^ other number 120 - need to reset d on next iteration
	}

	/*
		Number of blocks sending + number of blocks selected for sending
	*/
	u32 num_blocks_selected = 0;
	u32 num_blocks_sending = 0;

	/*
		next time d will be continued from the d from which the nearest
		unsent block was found this time.

		This is because not necessarily any of the blocks found this
		time are actually sent.
	*/
	s32 new_nearest_unsent_d = -1;

	static const auto max_block_send_distance = g_settings->getS16("max_block_send_distance");
	s16 full_d_max = max_block_send_distance;
	if (wanted_range) {
		s16 wanted_blocks = wanted_range / MAP_BLOCKSIZE + 1;
		if (wanted_blocks < full_d_max)
			full_d_max = wanted_blocks;
	}

	s16 d_max = full_d_max;
	static const s16 d_max_gen = g_settings->getS16("max_block_generate_distance");

	// Don't loop very much at a time
	s16 max_d_increment_at_time = 10;
	if(d_max > d_start + max_d_increment_at_time)
		d_max = d_start + max_d_increment_at_time;
	/*if(d_max_gen > d_start+2)
		d_max_gen = d_start+2;*/

	//infostream<<"Starting from "<<d_start<<std::endl;

	s32 nearest_emerged_d = -1;
	s32 nearest_emergefull_d = -1;
	s32 nearest_sent_d = -1;
	//bool queue_is_full = false;

	f32 speed_in_blocks = (playerspeed/(MAP_BLOCKSIZE*BS)).getLength();


	int blocks_occlusion_culled = 0;
	static const bool server_occlusion = g_settings->getBool("server_occlusion");
	bool occlusion_culling_enabled = server_occlusion;

	auto cam_pos_nodes = floatToInt(playerpos, BS);

	auto nodemgr = env->getGameDef()->getNodeDefManager();
	MapNode n;
	{
#if !ENABLE_THREADS
		auto lock = env->getServerMap().m_nothread_locker.lock_shared_rec();
#endif
		n = env->getMap().getNodeTry(cam_pos_nodes);
	}

	if(n && nodemgr->get(n).solidness == 2)
		occlusion_culling_enabled = false;

	unordered_map_v3POS<bool> occlude_cache;


	s16 d;
	for(d = d_start; d <= d_max; d++) {
		/*errorstream<<"checking d="<<d<<" for "
				<<server->getPlayerName(peer_id)<<std::endl;*/
		//infostream<<"RemoteClient::SendBlocks(): d="<<d<<" d_start="<<d_start<<" d_max="<<d_max<<" d_max_gen="<<d_max_gen<<std::endl;

		std::vector<v3POS> list;
		if (d > 2 && d == d_start && m_nearest_unsent_reset_timer != 999) { // oops, again magic number from up ^
			list.push_back(v3POS(0,0,0));
		}

		bool can_skip = d > 1;
		// Fast fall/move optimize. speed_in_blocks now limited to 6.4
		if (speed_in_blocks>0.8 && d <= 2) {
			can_skip = false;
			if (d == 0) {
				for(s16 addn = 0; addn < (speed_in_blocks+1)*2; ++addn)
					list.push_back(floatToInt(playerspeeddir*addn, 1));
			} else if (d == 1) {
				for(s16 addn = 0; addn < (speed_in_blocks+1)*1.5; ++addn) {
					list.push_back(floatToInt(playerspeeddir*addn, 1) + v3POS( 0,  0,  1)); // back
					list.push_back(floatToInt(playerspeeddir*addn, 1) + v3POS( -1, 0,  0)); // left
					list.push_back(floatToInt(playerspeeddir*addn, 1) + v3POS( 1,  0,  0)); // right
					list.push_back(floatToInt(playerspeeddir*addn, 1) + v3POS( 0,  0, -1)); // front
				}
			} else if (d == 2) {
				for(s16 addn = 0; addn < (speed_in_blocks+1)*1.5; ++addn) {
					list.push_back(floatToInt(playerspeeddir*addn, 1) + v3POS( -1, 0,  1)); // back left
					list.push_back(floatToInt(playerspeeddir*addn, 1) + v3POS( 1,  0,  1)); // left right
					list.push_back(floatToInt(playerspeeddir*addn, 1) + v3POS( -1, 0, -1)); // right left
					list.push_back(floatToInt(playerspeeddir*addn, 1) + v3POS( 1,  0, -1)); // front right
				}
			}
		} else {
		/*
			Get the border/face dot coordinates of a "d-radiused"
			box
		*/
			list = FacePositionCache::getFacePositions(d);
		}


		for(auto li=list.begin(); li!=list.end(); ++li)
		{
			v3POS p = *li + center;

			/*
				Send throttling
				- Don't allow too many simultaneous transfers
				- EXCEPT when the blocks are very close

				Also, don't send blocks that are already flying.
			*/

			// Start with the usual maximum
			u16 max_simul_dynamic = max_simul_sends_usually;

			// If block is very close, allow full maximum
			if(d <= BLOCK_SEND_DISABLE_LIMITS_MAX_D)
				max_simul_dynamic = max_simul_sends_setting;

			// Don't select too many blocks for sending
			if (num_blocks_selected + num_blocks_sending >= max_simul_dynamic) {
				//queue_is_full = true;
				goto queue_full_break;
			}

			/*
				Do not go over-limit
			*/
			if (blockpos_over_limit(p))
				continue;

			// If this is true, inexistent block will be made from scratch
			bool generate = d <= d_max_gen;

			{
				/*// Limit the generating area vertically to 2/3
				if(abs(p.Y - center.Y) > d_max_gen - d_max_gen / 3)
					generate = false;*/

				/* maybe good idea (if not use block culling) but brokes far (25+) area generate by flooding emergequeue with no generate blocks
				// Limit the send area vertically to 1/2
				if(can_skip && abs(p.Y - center.Y) > full_d_max / 2)
					generate = false;
				*/
			}


			//infostream<<"d="<<d<<std::endl;
			/*
				Don't generate or send if not in sight
				FIXME This only works if the client uses a small enough
				FOV setting. The default of 72 degrees is fine.
			*/

			float camera_fov = ((fov+5)*M_PI/180) * 4./3.;
			if(can_skip && isBlockInSight(p, camera_pos, camera_dir, camera_fov, 10000*BS) == false)
			{
				continue;
			}

			/*
				Don't send already sent blocks
			*/
			unsigned int block_sent = 0;
			{
				auto lock = m_blocks_sent.lock_shared_rec();
				block_sent = m_blocks_sent.find(p) != m_blocks_sent.end() ? m_blocks_sent.get(p) : 0;
			}
			if(block_sent > 0 && (/* (block_overflow && d>1) || */ block_sent + (d <= 2 ? 1 : d*d*d) > m_uptime)) {
				continue;
			}

			/*
				Check if map has this block
			*/

			MapBlock *block;
			{
#if !ENABLE_THREADS
			auto lock = env->getServerMap().m_nothread_locker.lock_shared_rec();
#endif

			block = env->getMap().getBlockNoCreateNoEx(p);
			}

			bool surely_not_found_on_disk = false;
			bool block_is_invalid = false;
			if(block != NULL)
			{

				if (d > 3 && block->content_only == CONTENT_AIR) {
					continue;
				}

				if (block_sent > 0 && block_sent >= block->m_changed_timestamp) {
					continue;
				}

		if (occlusion_culling_enabled) {
			ScopeProfiler sp(g_profiler, "SMap: Occusion calls");
			//Occlusion culling
			auto cpn = p*MAP_BLOCKSIZE;

			// No occlusion culling when free_move is on and camera is
			// inside ground
			cpn += v3POS(MAP_BLOCKSIZE/2, MAP_BLOCKSIZE/2, MAP_BLOCKSIZE/2);

			float step = 1;
			float stepfac = 1.3;
			float startoff = 5;
			float endoff = -MAP_BLOCKSIZE;
			v3POS spn = cam_pos_nodes + v3POS(0,0,0);
			s16 bs2 = MAP_BLOCKSIZE/2 + 1;
			u32 needed_count = 1;
#if !ENABLE_THREADS
			auto lock = env->getServerMap().m_nothread_locker.lock_shared_rec();
#endif
			//VERY BAD COPYPASTE FROM clientmap.cpp!
			if( d >= 1 &&
				occlusion_culling_enabled &&
				isOccluded(&env->getMap(), spn, cpn + v3POS(0,0,0),
					step, stepfac, startoff, endoff, needed_count, nodemgr, occlude_cache) &&
				isOccluded(&env->getMap(), spn, cpn + v3POS(bs2,bs2,bs2),
					step, stepfac, startoff, endoff, needed_count, nodemgr, occlude_cache) &&
				isOccluded(&env->getMap(), spn, cpn + v3POS(bs2,bs2,-bs2),
					step, stepfac, startoff, endoff, needed_count, nodemgr, occlude_cache) &&
				isOccluded(&env->getMap(), spn, cpn + v3POS(bs2,-bs2,bs2),
					step, stepfac, startoff, endoff, needed_count, nodemgr, occlude_cache) &&
				isOccluded(&env->getMap(), spn, cpn + v3POS(bs2,-bs2,-bs2),
					step, stepfac, startoff, endoff, needed_count, nodemgr, occlude_cache) &&
				isOccluded(&env->getMap(), spn, cpn + v3POS(-bs2,bs2,bs2),
					step, stepfac, startoff, endoff, needed_count, nodemgr, occlude_cache) &&
				isOccluded(&env->getMap(), spn, cpn + v3POS(-bs2,bs2,-bs2),
					step, stepfac, startoff, endoff, needed_count, nodemgr, occlude_cache) &&
				isOccluded(&env->getMap(), spn, cpn + v3POS(-bs2,-bs2,bs2),
					step, stepfac, startoff, endoff, needed_count, nodemgr, occlude_cache) &&
				isOccluded(&env->getMap(), spn, cpn + v3POS(-bs2,-bs2,-bs2),
					step, stepfac, startoff, endoff, needed_count, nodemgr, occlude_cache)
			)
			{
				//infostream<<" occlusion player="<<cam_pos_nodes<<" d="<<d<<" block="<<cpn<<" total="<<blocks_occlusion_culled<<"/"<<num_blocks_selected<<std::endl;
				g_profiler->add("SMap: Occlusion skip", 1);
				blocks_occlusion_culled++;
				continue;
			}
		}

				// Reset usage timer, this block will be of use in the future.
				block->resetUsageTimer();

				if (block->getLightingExpired()) {
					//env->getServerMap().lighting_modified_blocks.set(p, nullptr);
					env->getServerMap().lighting_modified_add(p, d);
				}

				if (block->lighting_broken > 0 && (block_sent || d > 0))
					continue;

				// Block is valid if lighting is up-to-date and data exists
				if(block->isValid() == false)
				{
					block_is_invalid = true;
				}

				if(block->isGenerated() == false)
				{
					continue;
				}

				/*
					If block is not close, don't send it unless it is near
					ground level.

					Block is near ground level if night-time mesh
					differs from day-time mesh.
				*/
/*
				if(d >= 4)
				{
					if(block->getDayNightDiff() == false)
						continue;
				}
*/
			}

			/*
				If block has been marked to not exist on disk (dummy)
				and generating new ones is not wanted, skip block.
			*/
			if(generate == false && surely_not_found_on_disk == true)
			{
				// get next one.
				continue;
			}

			/*
				Add inexistent block to emerge queue.
			*/
			if(block == NULL || surely_not_found_on_disk || block_is_invalid)
			{
				//infostream<<"start gen d="<<d<<" p="<<p<<" notfound="<<surely_not_found_on_disk<<" invalid="<< block_is_invalid<<" block="<<block<<" generate="<<generate<<std::endl;

				if (emerge->enqueueBlockEmerge(peer_id, p, generate)) {
					if (nearest_emerged_d == -1)
						nearest_emerged_d = d;
				} else {
					if (nearest_emergefull_d == -1)
						nearest_emergefull_d = d;
					goto queue_full_break;
				}

				// get next one.
				continue;
			}

			if(nearest_sent_d == -1)
				nearest_sent_d = d;

			/*
				Add block to send queue
			*/

			PrioritySortedBlockTransfer q((float)d, p, peer_id);

			dest.push_back(q);

			num_blocks_selected += 1;
		}
	}
queue_full_break:

	//infostream<<"Stopped at "<<d<<" d_start="<<d_start<< " d_max="<<d_max<<" nearest_emerged_d="<<nearest_emerged_d<<" nearest_emergefull_d="<<nearest_emergefull_d<< " new_nearest_unsent_d="<<new_nearest_unsent_d<< " sel="<<num_blocks_selected<< "+"<<num_blocks_sending << " culled=" << blocks_occlusion_culled <<" cEN="<<occlusion_culling_enabled<<std::endl;
	num_blocks_selected += num_blocks_sending;
	if(!num_blocks_selected && d_start <= d) {
		//new_nearest_unsent_d = 0;
		m_nothing_to_send_pause_timer = 1.0;
	}
		

	// If nothing was found for sending and nothing was queued for
	// emerging, continue next time browsing from here
	if(nearest_emerged_d != -1){
		new_nearest_unsent_d = nearest_emerged_d;
	} else if(nearest_emergefull_d != -1){
		new_nearest_unsent_d = nearest_emergefull_d;
	} else {
		if(d > full_d_max){
			new_nearest_unsent_d = 0;
			m_nothing_to_send_pause_timer = 1.0;
		} else {
			if(nearest_sent_d != -1)
				new_nearest_unsent_d = nearest_sent_d;
			else
				new_nearest_unsent_d = d;
		}
	}

	if(new_nearest_unsent_d != -1)
		m_nearest_unsent_d = new_nearest_unsent_d;
	return num_blocks_selected - num_blocks_sending;
}
Example #11
0
void ClientMap::updateDrawList(video::IVideoDriver* driver, float dtime)
{
	ScopeProfiler sp(g_profiler, "CM::updateDrawList()", SPT_AVG);
	//g_profiler->add("CM::updateDrawList() count", 1);

	INodeDefManager *nodemgr = m_gamedef->ndef();

	if (!m_drawlist_last)
		m_drawlist_current = !m_drawlist_current;
	auto & drawlist = m_drawlist_current ? m_drawlist_1 : m_drawlist_0;

	float max_cycle_ms = 0.1/getControl().fps_wanted;
	u32 n = 0, calls = 0, end_ms = porting::getTimeMs() + max_cycle_ms;

	m_camera_mutex.Lock();
	v3f camera_position = m_camera_position;
	v3f camera_direction = m_camera_direction;
	f32 camera_fov = m_camera_fov;
	v3s16 camera_offset = m_camera_offset;
	m_camera_mutex.Unlock();

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

	v3s16 cam_pos_nodes = floatToInt(camera_position, BS);
	v3s16 box_nodes_d = m_control.wanted_range * v3s16(1,1,1);
	v3s16 p_nodes_min = cam_pos_nodes - box_nodes_d;
	v3s16 p_nodes_max = cam_pos_nodes + box_nodes_d;
	// Take a fair amount as we will be dropping more out later
	// Umm... these additions are a bit strange but they are needed.
	v3s16 p_blocks_min(
			p_nodes_min.X / MAP_BLOCKSIZE - 3,
			p_nodes_min.Y / MAP_BLOCKSIZE - 3,
			p_nodes_min.Z / MAP_BLOCKSIZE - 3);
	v3s16 p_blocks_max(
			p_nodes_max.X / MAP_BLOCKSIZE + 1,
			p_nodes_max.Y / MAP_BLOCKSIZE + 1,
			p_nodes_max.Z / MAP_BLOCKSIZE + 1);
	
	// Number of blocks in rendering range
	u32 blocks_in_range = 0;
	// Number of blocks occlusion culled
	u32 blocks_occlusion_culled = 0;
	// Number of blocks in rendering range but don't have a mesh
	u32 blocks_in_range_without_mesh = 0;
	// Blocks that had mesh that would have been drawn according to
	// rendering range (if max blocks limit didn't kick in)
	u32 blocks_would_have_drawn = 0;
	// Blocks that were drawn and had a mesh
	u32 blocks_drawn = 0;
	// Blocks which had a corresponding meshbuffer for this pass
	//u32 blocks_had_pass_meshbuf = 0;
	// Blocks from which stuff was actually drawn
	//u32 blocks_without_stuff = 0;
	// Distance to farthest drawn block
	float farthest_drawn = 0;

	{
	auto lock = m_blocks.lock_shared_rec();
	for(auto & ir : m_blocks) {

		if (n++ < m_drawlist_last)
			continue;
		else
			m_drawlist_last = 0;
		++calls;

		MapBlock *block = ir.second;
		auto bp = block->getPos();

		if(m_control.range_all == false)
		{
			if(bp.X < p_blocks_min.X
			|| bp.X > p_blocks_max.X
			|| bp.Z > p_blocks_max.Z
			|| bp.Z < p_blocks_min.Z
			|| bp.Y < p_blocks_min.Y
			|| bp.Y > p_blocks_max.Y)
				continue;
		}

			int mesh_step = getFarmeshStep(m_control, getNodeBlockPos(cam_pos_nodes).getDistanceFrom(block->getPos()));
			/*
				Compare block position to camera position, skip
				if not seen on display
			*/
			
			if (block->getMesh(mesh_step) != NULL)
				block->getMesh(mesh_step)->updateCameraOffset(m_camera_offset);
			
			float range = 100000 * BS;
			if(m_control.range_all == false)
				range = m_control.wanted_range * BS;

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

			// This is ugly (spherical distance limit?)
			/*if(m_control.range_all == false &&
					d - 0.5*BS*MAP_BLOCKSIZE > range)
				continue;*/

			blocks_in_range++;
			
			/*
				Ignore if mesh doesn't exist
			*/
			{
				//JMutexAutoLock lock(block->mesh_mutex);

				if(block->getMesh(mesh_step) == NULL){
					blocks_in_range_without_mesh++;
					continue;
				}
			}

			/*
				Occlusion culling
			*/

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

			v3s16 cpn = block->getPos() * MAP_BLOCKSIZE;
			cpn += v3s16(MAP_BLOCKSIZE/2, MAP_BLOCKSIZE/2, MAP_BLOCKSIZE/2);

			float step = BS*1;
			float stepfac = 1.1;
			float startoff = BS*1;
			float endoff = -BS*MAP_BLOCKSIZE*1.42*1.42;
			v3s16 spn = cam_pos_nodes + v3s16(0,0,0);
			s16 bs2 = MAP_BLOCKSIZE/2 + 1;
			u32 needed_count = 1;
			if(
				occlusion_culling_enabled &&
				isOccluded(this, spn, cpn + v3s16(0,0,0),
					step, stepfac, startoff, endoff, needed_count, nodemgr) &&
				isOccluded(this, spn, cpn + v3s16(bs2,bs2,bs2),
					step, stepfac, startoff, endoff, needed_count, nodemgr) &&
				isOccluded(this, spn, cpn + v3s16(bs2,bs2,-bs2),
					step, stepfac, startoff, endoff, needed_count, nodemgr) &&
				isOccluded(this, spn, cpn + v3s16(bs2,-bs2,bs2),
					step, stepfac, startoff, endoff, needed_count, nodemgr) &&
				isOccluded(this, spn, cpn + v3s16(bs2,-bs2,-bs2),
					step, stepfac, startoff, endoff, needed_count, nodemgr) &&
				isOccluded(this, spn, cpn + v3s16(-bs2,bs2,bs2),
					step, stepfac, startoff, endoff, needed_count, nodemgr) &&
				isOccluded(this, spn, cpn + v3s16(-bs2,bs2,-bs2),
					step, stepfac, startoff, endoff, needed_count, nodemgr) &&
				isOccluded(this, spn, cpn + v3s16(-bs2,-bs2,bs2),
					step, stepfac, startoff, endoff, needed_count, nodemgr) &&
				isOccluded(this, spn, cpn + v3s16(-bs2,-bs2,-bs2),
					step, stepfac, startoff, endoff, needed_count, nodemgr)
			)
			{
				blocks_occlusion_culled++;
				continue;
			}
			
			// This block is in range. Reset usage timer.
			block->resetUsageTimer();

			// Limit block count in case of a sudden increase
			blocks_would_have_drawn++;
			if(blocks_drawn >= m_control.wanted_max_blocks
					&& m_control.range_all == false
					&& d > m_control.wanted_min_range * BS)
				continue;

			if (m_control.farmesh && mesh_step != block->getMesh(mesh_step)->step) { //&& !block->mesh->transparent
				m_client->addUpdateMeshTask(block->getPos(), false, mesh_step == 1);
			}

			block->getMesh(mesh_step)->incrementUsageTimer(dtime);

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

			blocks_drawn++;
			if(d/BS > farthest_drawn)
				farthest_drawn = d/BS;

		if (porting::getTimeMs() > end_ms) {
			m_drawlist_last = n;
			break;
		}
	}
	}
	if (!calls)
		m_drawlist_last = 0;

	if (m_drawlist_last)
		return;

	for (auto & ir : *m_drawlist)
		ir.second->refDrop();

	m_drawlist->clear();
	m_drawlist = m_drawlist_current ? &m_drawlist_1 : &m_drawlist_0;

	m_control.blocks_would_have_drawn = blocks_would_have_drawn;
	m_control.blocks_drawn = blocks_drawn;
	m_control.farthest_drawn = farthest_drawn;

	g_profiler->avg("CM: blocks in range", blocks_in_range);
	g_profiler->avg("CM: blocks occlusion culled", blocks_occlusion_culled);
	if(blocks_in_range != 0)
		g_profiler->avg("CM: blocks in range without mesh (frac)",
				(float)blocks_in_range_without_mesh/blocks_in_range);
	g_profiler->avg("CM: blocks drawn", blocks_drawn);
	g_profiler->avg("CM: farthest drawn", farthest_drawn);
	g_profiler->avg("CM: wanted max blocks", m_control.wanted_max_blocks);
}