Esempio n. 1
0
void debug_stacks_print_to(std::ostream &os)
{
	JMutexAutoLock lock(g_debug_stacks_mutex);

	os<<"Debug stacks:"<<std::endl;

	for(core::map<threadid_t, DebugStack*>::Iterator
			i = g_debug_stacks.getIterator();
			i.atEnd() == false; i++)
	{
		DebugStack *stack = i.getNode()->getValue();
		stack->print(os, false);
	}
}
Esempio n. 2
0
bool isFreeClientActiveObjectId(u16 id,
		core::map<u16, ClientActiveObject*> &objects)
{
	if(id == 0)
		return false;
	
	for(core::map<u16, ClientActiveObject*>::Iterator
			i = objects.getIterator();
			i.atEnd()==false; i++)
	{
		if(i.getNode()->getKey() == id)
			return false;
	}
	return true;
}
Esempio n. 3
0
/*
	Lights neighbors of from_nodes, collects all them and then
	goes on recursively.

	NOTE: This is faster on small areas but will overflow the
	      stack on large areas. Thus it is not used.
*/
void VoxelManipulator::spreadLight(enum LightBank bank,
		core::map<v3s16, bool> & from_nodes)
{
	if(from_nodes.size() == 0)
		return;
	
	core::map<v3s16, bool> lighted_nodes;
	core::map<v3s16, bool>::Iterator j;
	j = from_nodes.getIterator();

	for(; j.atEnd() == false; j++)
	{
		v3s16 pos = j.getNode()->getKey();

		spreadLight(bank, pos);
	}
}
Esempio n. 4
0
void debug_stacks_print()
{
	JMutexAutoLock lock(g_debug_stacks_mutex);

	DEBUGPRINT("Debug stacks:\n");

	for(core::map<threadid_t, DebugStack*>::Iterator
			i = g_debug_stacks.getIterator();
			i.atEnd() == false; i++)
	{
		DebugStack *stack = i.getNode()->getValue();

		for(int i=0; i<DEBUGSTREAM_COUNT; i++)
		{
			if(g_debugstreams[i] != NULL)
				stack->print(g_debugstreams[i], true);
		}
	}
}
Esempio n. 5
0
/*
	Goes recursively through the neighbours of the node.

	Alters only transparent nodes.

	If the lighting of the neighbour is lower than the lighting of
	the node was (before changing it to 0 at the step before), the
	lighting of the neighbour is set to 0 and then the same stuff
	repeats for the neighbour.

	The ending nodes of the routine are stored in light_sources.
	This is useful when a light is removed. In such case, this
	routine can be called for the light node and then again for
	light_sources to re-light the area without the removed light.

	values of from_nodes are lighting values.
*/
void VoxelManipulator::unspreadLight(enum LightBank bank,
		core::map<v3s16, u8> & from_nodes,
		core::map<v3s16, bool> & light_sources, INodeDefManager *nodemgr)
{
	if(from_nodes.size() == 0)
		return;
	
	core::map<v3s16, u8>::Iterator j;
	j = from_nodes.getIterator();

	for(; j.atEnd() == false; j++)
	{
		v3s16 pos = j.getNode()->getKey();
		
		//MapNode &n = m_data[m_area.index(pos)];
		
		u8 oldlight = j.getNode()->getValue();

		unspreadLight(bank, pos, oldlight, light_sources, nodemgr);
	}
}
Esempio n. 6
0
/*
	Finds out what objects have been removed from
	inside a radius around a position
*/
void ServerEnvironment::getRemovedActiveObjects(v3s16 pos, s16 radius,
		core::map<u16, bool> &current_objects,
		core::map<u16, bool> &removed_objects)
{
	v3f pos_f = intToFloat(pos, BS);
	f32 radius_f = radius * BS;
	/*
		Go through current_objects; object is removed if:
		- object is not found in m_active_objects (this is actually an
		  error condition; objects should be set m_removed=true and removed
		  only after all clients have been informed about removal), or
		- object has m_removed=true, or
		- object is too far away
	*/
	for(core::map<u16, bool>::Iterator
			i = current_objects.getIterator();
			i.atEnd()==false; i++)
	{
		u16 id = i.getNode()->getKey();
		ServerActiveObject *object = getActiveObject(id);
		if(object == NULL)
		{
			dstream<<"WARNING: ServerEnvironment::getRemovedActiveObjects():"
					<<" object in current_objects is NULL"<<std::endl;
		}
		else if(object->m_removed == false)
		{
			f32 distance_f = object->getBasePosition().getDistanceFrom(pos_f);
			/*dstream<<"removed == false"
					<<"distance_f = "<<distance_f
					<<", radius_f = "<<radius_f<<std::endl;*/
			if(distance_f < radius_f)
			{
				// Not removed
				continue;
			}
		}
		removed_objects.insert(id, false);
	}
}
Esempio n. 7
0
static bool testErase()
{
	{
		core::array<SDummy> aaa;
		aaa.push_back(SDummy(0));
		aaa.push_back(SDummy(1));
		aaa.push_back(SDummy(2));
		aaa.push_back(SDummy(3));
		aaa.push_back(SDummy(4));
		aaa.push_back(SDummy(5));

		aaa.erase(0,2);
	}

	for ( core::map<int,int>::Iterator it = countReferences.getIterator(); !it.atEnd(); it++ )
	{
		if ( it->getValue() != 0 )
		{
			logTestString("testErase: wrong count for %d, it's: %d\n", it->getKey(), it->getValue());
			return false;
		}
	}
	return true;
}
Esempio n. 8
0
/*
	Lights neighbors of from_nodes, collects all them and then
	goes on recursively.
*/
void VoxelManipulator::spreadLight(enum LightBank bank,
		core::map<v3s16, bool> & from_nodes, INodeDefManager *nodemgr)
{
	const v3s16 dirs[6] = {
		v3s16(0,0,1), // back
		v3s16(0,1,0), // top
		v3s16(1,0,0), // right
		v3s16(0,0,-1), // front
		v3s16(0,-1,0), // bottom
		v3s16(-1,0,0), // left
	};

	if(from_nodes.size() == 0)
		return;
	
	core::map<v3s16, bool> lighted_nodes;
	core::map<v3s16, bool>::Iterator j;
	j = from_nodes.getIterator();

	for(; j.atEnd() == false; j++)
	{
		v3s16 pos = j.getNode()->getKey();

		emerge(VoxelArea(pos - v3s16(1,1,1), pos + v3s16(1,1,1)));

		u32 i = m_area.index(pos);
		
		if(m_flags[i] & VOXELFLAG_INEXISTENT)
			continue;

		MapNode &n = m_data[i];

		u8 oldlight = n.getLight(bank, nodemgr);
		u8 newlight = diminish_light(oldlight);

		// Loop through 6 neighbors
		for(u16 i=0; i<6; i++)
		{
			// Get the position of the neighbor node
			v3s16 n2pos = pos + dirs[i];
			
			try
			{
				u32 n2i = m_area.index(n2pos);

				if(m_flags[n2i] & VOXELFLAG_INEXISTENT)
					continue;

				MapNode &n2 = m_data[n2i];

				u8 light2 = n2.getLight(bank, nodemgr);
				
				/*
					If the neighbor is brighter than the current node,
					add to list (it will light up this node on its turn)
				*/
				if(light2 > undiminish_light(oldlight))
				{
					lighted_nodes.insert(n2pos, true);
				}
				/*
					If the neighbor is dimmer than how much light this node
					would spread on it, add to list
				*/
				if(light2 < newlight)
				{
					if(nodemgr->get(n2).light_propagates)
					{
						n2.setLight(bank, newlight, nodemgr);
						lighted_nodes.insert(n2pos, true);
					}
				}
			}
			catch(InvalidPositionException &e)
			{
				continue;
			}
		}
	}

	/*dstream<<"spreadLight(): Changed block "
			<<blockchangecount<<" times"
			<<" for "<<from_nodes.size()<<" nodes"
			<<std::endl;*/
	
	if(lighted_nodes.size() > 0)
		spreadLight(bank, lighted_nodes, nodemgr);
}
Esempio n. 9
0
/*
	Goes recursively through the neighbours of the node.

	Alters only transparent nodes.

	If the lighting of the neighbour is lower than the lighting of
	the node was (before changing it to 0 at the step before), the
	lighting of the neighbour is set to 0 and then the same stuff
	repeats for the neighbour.

	The ending nodes of the routine are stored in light_sources.
	This is useful when a light is removed. In such case, this
	routine can be called for the light node and then again for
	light_sources to re-light the area without the removed light.

	values of from_nodes are lighting values.
*/
void VoxelManipulator::unspreadLight(enum LightBank bank,
		core::map<v3s16, u8> & from_nodes,
		core::map<v3s16, bool> & light_sources)
{
	v3s16 dirs[6] = {
		v3s16(0,0,1), // back
		v3s16(0,1,0), // top
		v3s16(1,0,0), // right
		v3s16(0,0,-1), // front
		v3s16(0,-1,0), // bottom
		v3s16(-1,0,0), // left
	};
	
	if(from_nodes.size() == 0)
		return;
	
	core::map<v3s16, u8> unlighted_nodes;
	core::map<v3s16, u8>::Iterator j;
	j = from_nodes.getIterator();

	for(; j.atEnd() == false; j++)
	{
		v3s16 pos = j.getNode()->getKey();
		
		emerge(VoxelArea(pos - v3s16(1,1,1), pos + v3s16(1,1,1)));

		//MapNode &n = m_data[m_area.index(pos)];
		
		u8 oldlight = j.getNode()->getValue();
		
		// Loop through 6 neighbors
		for(u16 i=0; i<6; i++)
		{
			// Get the position of the neighbor node
			v3s16 n2pos = pos + dirs[i];
			
			u32 n2i = m_area.index(n2pos);

			if(m_flags[n2i] & VOXELFLAG_INEXISTENT)
				continue;

			MapNode &n2 = m_data[n2i];
			
			/*
				If the neighbor is dimmer than what was specified
				as oldlight (the light of the previous node)
			*/
			if(n2.getLight(bank, nodemgr) < oldlight)
			{
				/*
					And the neighbor is transparent and it has some light
				*/
				if(nodemgr->get(n2).light_propagates && n2.getLight(bank, nodemgr) != 0)
				{
					/*
						Set light to 0 and add to queue
					*/

					u8 current_light = n2.getLight(bank, nodemgr);
					n2.setLight(bank, 0);

					unlighted_nodes.insert(n2pos, current_light);
					
					/*
						Remove from light_sources if it is there
						NOTE: This doesn't happen nearly at all
					*/
					/*if(light_sources.find(n2pos))
					{
						std::cout<<"Removed from light_sources"<<std::endl;
						light_sources.remove(n2pos);
					}*/
				}
			}
			else{
				light_sources.insert(n2pos, true);
			}
		}
	}

	/*dstream<<"unspreadLight(): Changed block "
			<<blockchangecount<<" times"
			<<" for "<<from_nodes.size()<<" nodes"
			<<std::endl;*/
	
	if(unlighted_nodes.size() > 0)
		unspreadLight(bank, unlighted_nodes, light_sources);
}