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Create PacketError exception and use it with ACTIVEOBJECT_REMOVE_ADD handler which...
[minetest.git] / src / mapblock.cpp
index 71044652d902cae7a2cb9213ac4e33b788e07e7a..ca80c39d71cae6d55d9f2a49cccbdccdc2ebeb18 100644 (file)
 /*
 /*
-Minetest-c55
-Copyright (C) 2010 celeron55, Perttu Ahola <celeron55@gmail.com>
+Minetest
+Copyright (C) 2013 celeron55, Perttu Ahola <celeron55@gmail.com>
 
 This program is free software; you can redistribute it and/or modify
 
 This program is free software; you can redistribute it and/or modify
-it under the terms of the GNU General Public License as published by
-the Free Software Foundation; either version 2 of the License, or
+it under the terms of the GNU Lesser General Public License as published by
+the Free Software Foundation; either version 2.1 of the License, or
 (at your option) any later version.
 
 This program is distributed in the hope that it will be useful,
 but WITHOUT ANY WARRANTY; without even the implied warranty of
 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 (at your option) any later version.
 
 This program is distributed in the hope that it will be useful,
 but WITHOUT ANY WARRANTY; without even the implied warranty of
 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
-GNU General Public License for more details.
+GNU Lesser General Public License for more details.
 
 
-You should have received a copy of the GNU General Public License along
+You should have received a copy of the GNU Lesser General Public License along
 with this program; if not, write to the Free Software Foundation, Inc.,
 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
 */
 
 #include "mapblock.h"
 with this program; if not, write to the Free Software Foundation, Inc.,
 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
 */
 
 #include "mapblock.h"
-#include "map.h"
-// For g_settings
-#include "main.h"
-#include "light.h"
-#include <sstream>
-
-#ifndef SERVER
-void MeshMakeData::fill(u32 daynight_ratio, MapBlock *block)
-{
-       m_daynight_ratio = daynight_ratio;
-       m_blockpos = block->getPos();
-
-       v3s16 blockpos_nodes = m_blockpos*MAP_BLOCKSIZE;
-       
-       /*
-               There is no harm not copying the TempMods of the neighbors
-               because they are already copied to this block
-       */
-       m_temp_mods.clear();
-       block->copyTempMods(m_temp_mods);
-       
-       /*
-               Copy data
-       */
-
-       // Allocate this block + neighbors
-       m_vmanip.clear();
-       m_vmanip.addArea(VoxelArea(blockpos_nodes-v3s16(1,1,1)*MAP_BLOCKSIZE,
-                       blockpos_nodes+v3s16(1,1,1)*MAP_BLOCKSIZE*2-v3s16(1,1,1)));
-
-       {
-               //TimeTaker timer("copy central block data");
-               // 0ms
-
-               // Copy our data
-               block->copyTo(m_vmanip);
-       }
-       {
-               //TimeTaker timer("copy neighbor block data");
-               // 0ms
-
-               /*
-                       Copy neighbors. This is lightning fast.
-                       Copying only the borders would be *very* slow.
-               */
-               
-               // Get map
-               NodeContainer *parentcontainer = block->getParent();
-               // This will only work if the parent is the map
-               assert(parentcontainer->nodeContainerId() == NODECONTAINER_ID_MAP);
-               // OK, we have the map!
-               Map *map = (Map*)parentcontainer;
-
-               for(u16 i=0; i<6; i++)
-               {
-                       const v3s16 &dir = g_6dirs[i];
-                       v3s16 bp = m_blockpos + dir;
-                       MapBlock *b = map->getBlockNoCreateNoEx(bp);
-                       if(b)
-                               b->copyTo(m_vmanip);
-               }
-       }
-}
-#endif
-
-/*
-       Parameters must consist of air and !air.
-       Order doesn't matter.
-
-       If either of the nodes doesn't exist, light is 0.
-       
-       parameters:
-               daynight_ratio: 0...1000
-               n: getNodeParent(p)
-               n2: getNodeParent(p + face_dir)
-               face_dir: axis oriented unit vector from p to p2
-       
-       returns encoded light value.
-*/
-u8 getFaceLight(u32 daynight_ratio, MapNode n, MapNode n2,
-               v3s16 face_dir)
-{
-       try{
-               u8 light;
-               u8 l1 = n.getLightBlend(daynight_ratio);
-               u8 l2 = n2.getLightBlend(daynight_ratio);
-               if(l1 > l2)
-                       light = l1;
-               else
-                       light = l2;
-
-               // Make some nice difference to different sides
-
-               // This makes light come from a corner
-               /*if(face_dir.X == 1 || face_dir.Z == 1 || face_dir.Y == -1)
-                       light = diminish_light(diminish_light(light));
-               else if(face_dir.X == -1 || face_dir.Z == -1)
-                       light = diminish_light(light);*/
-               
-               // All neighboring faces have different shade (like in minecraft)
-               if(face_dir.X == 1 || face_dir.X == -1 || face_dir.Y == -1)
-                       light = diminish_light(diminish_light(light));
-               else if(face_dir.Z == 1 || face_dir.Z == -1)
-                       light = diminish_light(light);
-
-               return light;
-       }
-       catch(InvalidPositionException &e)
-       {
-               return 0;
-       }
-}
-
-#ifndef SERVER
-
-/*
-       vertex_dirs: v3s16[4]
-*/
-void getNodeVertexDirs(v3s16 dir, v3s16 *vertex_dirs)
-{
-       /*
-               If looked from outside the node towards the face, the corners are:
-               0: bottom-right
-               1: bottom-left
-               2: top-left
-               3: top-right
-       */
-       if(dir == v3s16(0,0,1))
-       {
-               // If looking towards z+, this is the face that is behind
-               // the center point, facing towards z+.
-               vertex_dirs[0] = v3s16(-1,-1, 1);
-               vertex_dirs[1] = v3s16( 1,-1, 1);
-               vertex_dirs[2] = v3s16( 1, 1, 1);
-               vertex_dirs[3] = v3s16(-1, 1, 1);
-       }
-       else if(dir == v3s16(0,0,-1))
-       {
-               // faces towards Z-
-               vertex_dirs[0] = v3s16( 1,-1,-1);
-               vertex_dirs[1] = v3s16(-1,-1,-1);
-               vertex_dirs[2] = v3s16(-1, 1,-1);
-               vertex_dirs[3] = v3s16( 1, 1,-1);
-       }
-       else if(dir == v3s16(1,0,0))
-       {
-               // faces towards X+
-               vertex_dirs[0] = v3s16( 1,-1, 1);
-               vertex_dirs[1] = v3s16( 1,-1,-1);
-               vertex_dirs[2] = v3s16( 1, 1,-1);
-               vertex_dirs[3] = v3s16( 1, 1, 1);
-       }
-       else if(dir == v3s16(-1,0,0))
-       {
-               // faces towards X-
-               vertex_dirs[0] = v3s16(-1,-1,-1);
-               vertex_dirs[1] = v3s16(-1,-1, 1);
-               vertex_dirs[2] = v3s16(-1, 1, 1);
-               vertex_dirs[3] = v3s16(-1, 1,-1);
-       }
-       else if(dir == v3s16(0,1,0))
-       {
-               // faces towards Y+ (assume Z- as "down" in texture)
-               vertex_dirs[0] = v3s16( 1, 1,-1);
-               vertex_dirs[1] = v3s16(-1, 1,-1);
-               vertex_dirs[2] = v3s16(-1, 1, 1);
-               vertex_dirs[3] = v3s16( 1, 1, 1);
-       }
-       else if(dir == v3s16(0,-1,0))
-       {
-               // faces towards Y- (assume Z+ as "down" in texture)
-               vertex_dirs[0] = v3s16( 1,-1, 1);
-               vertex_dirs[1] = v3s16(-1,-1, 1);
-               vertex_dirs[2] = v3s16(-1,-1,-1);
-               vertex_dirs[3] = v3s16( 1,-1,-1);
-       }
-}
-
-inline video::SColor lightColor(u8 alpha, u8 light)
-{
-       return video::SColor(alpha,light,light,light);
-}
-
-void makeFastFace(TileSpec tile, u8 li0, u8 li1, u8 li2, u8 li3, v3f p,
-               v3s16 dir, v3f scale, v3f posRelative_f,
-               core::array<FastFace> &dest)
-{
-       FastFace face;
-       
-       // Position is at the center of the cube.
-       v3f pos = p * BS;
-       posRelative_f *= BS;
-
-       v3f vertex_pos[4];
-       v3s16 vertex_dirs[4];
-       getNodeVertexDirs(dir, vertex_dirs);
-       for(u16 i=0; i<4; i++)
-       {
-               vertex_pos[i] = v3f(
-                               BS/2*vertex_dirs[i].X,
-                               BS/2*vertex_dirs[i].Y,
-                               BS/2*vertex_dirs[i].Z
-               );
-       }
-
-       for(u16 i=0; i<4; i++)
-       {
-               vertex_pos[i].X *= scale.X;
-               vertex_pos[i].Y *= scale.Y;
-               vertex_pos[i].Z *= scale.Z;
-               vertex_pos[i] += pos + posRelative_f;
-       }
-
-       f32 abs_scale = 1.;
-       if     (scale.X < 0.999 || scale.X > 1.001) abs_scale = scale.X;
-       else if(scale.Y < 0.999 || scale.Y > 1.001) abs_scale = scale.Y;
-       else if(scale.Z < 0.999 || scale.Z > 1.001) abs_scale = scale.Z;
-
-       v3f zerovector = v3f(0,0,0);
-       
-       u8 alpha = tile.alpha;
-       /*u8 alpha = 255;
-       if(tile.id == TILE_WATER)
-               alpha = WATER_ALPHA;*/
-
-       float x0 = tile.texture.pos.X;
-       float y0 = tile.texture.pos.Y;
-       float w = tile.texture.size.X;
-       float h = tile.texture.size.Y;
-
-       /*video::SColor c = lightColor(alpha, li);
-
-       face.vertices[0] = video::S3DVertex(vertex_pos[0], v3f(0,1,0), c,
-                       core::vector2d<f32>(x0+w*abs_scale, y0+h));
-       face.vertices[1] = video::S3DVertex(vertex_pos[1], v3f(0,1,0), c,
-                       core::vector2d<f32>(x0, y0+h));
-       face.vertices[2] = video::S3DVertex(vertex_pos[2], v3f(0,1,0), c,
-                       core::vector2d<f32>(x0, y0));
-       face.vertices[3] = video::S3DVertex(vertex_pos[3], v3f(0,1,0), c,
-                       core::vector2d<f32>(x0+w*abs_scale, y0));*/
-
-       face.vertices[0] = video::S3DVertex(vertex_pos[0], v3f(0,1,0),
-                       lightColor(alpha, li0),
-                       core::vector2d<f32>(x0+w*abs_scale, y0+h));
-       face.vertices[1] = video::S3DVertex(vertex_pos[1], v3f(0,1,0),
-                       lightColor(alpha, li1),
-                       core::vector2d<f32>(x0, y0+h));
-       face.vertices[2] = video::S3DVertex(vertex_pos[2], v3f(0,1,0),
-                       lightColor(alpha, li2),
-                       core::vector2d<f32>(x0, y0));
-       face.vertices[3] = video::S3DVertex(vertex_pos[3], v3f(0,1,0),
-                       lightColor(alpha, li3),
-                       core::vector2d<f32>(x0+w*abs_scale, y0));
-
-       face.tile = tile;
-       //DEBUG
-       //f->tile = TILE_STONE;
-       
-       dest.push_back(face);
-}
-       
-/*
-       Gets node tile from any place relative to block.
-       Returns TILE_NODE if doesn't exist or should not be drawn.
-*/
-TileSpec getNodeTile(MapNode mn, v3s16 p, v3s16 face_dir,
-               NodeModMap &temp_mods)
-{
-       TileSpec spec;
-       spec = mn.getTile(face_dir);
-       
-       /*
-               Check temporary modifications on this node
-       */
-       /*core::map<v3s16, NodeMod>::Node *n;
-       n = m_temp_mods.find(p);
-       // If modified
-       if(n != NULL)
-       {
-               struct NodeMod mod = n->getValue();*/
-       NodeMod mod;
-       if(temp_mods.get(p, &mod))
-       {
-               if(mod.type == NODEMOD_CHANGECONTENT)
-               {
-                       MapNode mn2(mod.param);
-                       spec = mn2.getTile(face_dir);
-               }
-               if(mod.type == NODEMOD_CRACK)
-               {
-                       /*
-                               Get texture id, translate it to name, append stuff to
-                               name, get texture id
-                       */
-
-                       // Get original texture name
-                       u32 orig_id = spec.texture.id;
-                       std::string orig_name = g_texturesource->getTextureName(orig_id);
-
-                       // Create new texture name
-                       std::ostringstream os;
-                       os<<orig_name<<"^[crack"<<mod.param;
-
-                       // Get new texture
-                       u32 new_id = g_texturesource->getTextureId(os.str());
-                       
-                       /*dstream<<"MapBlock::getNodeTile(): Switching from "
-                                       <<orig_name<<" to "<<os.str()<<" ("
-                                       <<orig_id<<" to "<<new_id<<")"<<std::endl;*/
-                       
-                       spec.texture = g_texturesource->getTexture(new_id);
-               }
-       }
-       
-       return spec;
-}
-
-u8 getNodeContent(v3s16 p, MapNode mn, NodeModMap &temp_mods)
-{
-       /*
-               Check temporary modifications on this node
-       */
-       /*core::map<v3s16, NodeMod>::Node *n;
-       n = m_temp_mods.find(p);
-       // If modified
-       if(n != NULL)
-       {
-               struct NodeMod mod = n->getValue();*/
-       NodeMod mod;
-       if(temp_mods.get(p, &mod))
-       {
-               if(mod.type == NODEMOD_CHANGECONTENT)
-               {
-                       // Overrides content
-                       return mod.param;
-               }
-               if(mod.type == NODEMOD_CRACK)
-               {
-                       /*
-                               Content doesn't change.
-                               
-                               face_contents works just like it should, because
-                               there should not be faces between differently cracked
-                               nodes.
-
-                               If a semi-transparent node is cracked in front an
-                               another one, it really doesn't matter whether there
-                               is a cracked face drawn in between or not.
-                       */
-               }
-       }
-
-       return mn.d;
-}
-
-v3s16 dirs8[8] = {
-       v3s16(0,0,0),
-       v3s16(0,0,1),
-       v3s16(0,1,0),
-       v3s16(0,1,1),
-       v3s16(1,0,0),
-       v3s16(1,1,0),
-       v3s16(1,0,1),
-       v3s16(1,1,1),
-};
-
-// Calculate lighting at the XYZ- corner of p
-u8 getSmoothLight(v3s16 p, VoxelManipulator &vmanip, u32 daynight_ratio)
-{
-       u16 ambient_occlusion = 0;
-       u16 light = 0;
-       u16 light_count = 0;
-       for(u32 i=0; i<8; i++)
-       {
-               MapNode n = vmanip.getNodeNoEx(p - dirs8[i]);
-               if(content_features(n.d).param_type == CPT_LIGHT)
-               {
-                       light += decode_light(n.getLightBlend(daynight_ratio));
-                       light_count++;
-               }
-               else
-               {
-                       if(n.d != CONTENT_IGNORE)
-                               ambient_occlusion++;
-               }
-       }
-
-       if(light_count == 0)
-               return 255;
-       
-       light /= light_count;
-
-       if(ambient_occlusion > 4)
-       {
-               ambient_occlusion -= 4;
-               light = (float)light / ((float)ambient_occlusion * 0.5 + 1.0);
-       }
-
-       return light;
-}
-
-// Calculate lighting at the given corner of p
-u8 getSmoothLight(v3s16 p, v3s16 corner,
-               VoxelManipulator &vmanip, u32 daynight_ratio)
-{
-       if(corner.X == 1) p.X += 1;
-       else              assert(corner.X == -1);
-       if(corner.Y == 1) p.Y += 1;
-       else              assert(corner.Y == -1);
-       if(corner.Z == 1) p.Z += 1;
-       else              assert(corner.Z == -1);
-       
-       return getSmoothLight(p, vmanip, daynight_ratio);
-}
-
-void getTileInfo(
-               // Input:
-               v3s16 blockpos_nodes,
-               v3s16 p,
-               v3s16 face_dir,
-               u32 daynight_ratio,
-               VoxelManipulator &vmanip,
-               NodeModMap &temp_mods,
-               bool smooth_lighting,
-               // Output:
-               bool &makes_face,
-               v3s16 &p_corrected,
-               v3s16 &face_dir_corrected,
-               u8 *lights,
-               TileSpec &tile
-       )
-{
-       MapNode n0 = vmanip.getNodeNoEx(blockpos_nodes + p);
-       MapNode n1 = vmanip.getNodeNoEx(blockpos_nodes + p + face_dir);
-       TileSpec tile0 = getNodeTile(n0, p, face_dir, temp_mods);
-       TileSpec tile1 = getNodeTile(n1, p + face_dir, -face_dir, temp_mods);
-       
-       // This is hackish
-       u8 content0 = getNodeContent(p, n0, temp_mods);
-       u8 content1 = getNodeContent(p + face_dir, n1, temp_mods);
-       u8 mf = face_contents(content0, content1);
-
-       if(mf == 0)
-       {
-               makes_face = false;
-               return;
-       }
-
-       makes_face = true;
-       
-       if(mf == 1)
-       {
-               tile = tile0;
-               p_corrected = p;
-               face_dir_corrected = face_dir;
-       }
-       else
-       {
-               tile = tile1;
-               p_corrected = p + face_dir;
-               face_dir_corrected = -face_dir;
-       }
-       
-       if(smooth_lighting == false)
-       {
-               lights[0] = lights[1] = lights[2] = lights[3] =
-                               decode_light(getFaceLight(daynight_ratio, n0, n1, face_dir));
-       }
-       else
-       {
-               v3s16 vertex_dirs[4];
-               getNodeVertexDirs(face_dir_corrected, vertex_dirs);
-               for(u16 i=0; i<4; i++)
-               {
-                       lights[i] = getSmoothLight(blockpos_nodes + p_corrected,
-                                       vertex_dirs[i], vmanip, daynight_ratio);
-               }
-       }
-       
-       return;
-}
-
-/*
-       startpos:
-       translate_dir: unit vector with only one of x, y or z
-       face_dir: unit vector with only one of x, y or z
-*/
-void updateFastFaceRow(
-               u32 daynight_ratio,
-               v3f posRelative_f,
-               v3s16 startpos,
-               u16 length,
-               v3s16 translate_dir,
-               v3f translate_dir_f,
-               v3s16 face_dir,
-               v3f face_dir_f,
-               core::array<FastFace> &dest,
-               NodeModMap &temp_mods,
-               VoxelManipulator &vmanip,
-               v3s16 blockpos_nodes,
-               bool smooth_lighting)
-{
-       v3s16 p = startpos;
-       
-       u16 continuous_tiles_count = 0;
-       
-       bool makes_face;
-       v3s16 p_corrected;
-       v3s16 face_dir_corrected;
-       u8 lights[4];
-       TileSpec tile;
-       getTileInfo(blockpos_nodes, p, face_dir, daynight_ratio,
-                       vmanip, temp_mods, smooth_lighting,
-                       makes_face, p_corrected, face_dir_corrected, lights, tile);
-
-       for(u16 j=0; j<length; j++)
-       {
-               // If tiling can be done, this is set to false in the next step
-               bool next_is_different = true;
-               
-               v3s16 p_next;
-               
-               bool next_makes_face;
-               v3s16 next_p_corrected;
-               v3s16 next_face_dir_corrected;
-               u8 next_lights[4];
-               TileSpec next_tile;
-               
-               // If at last position, there is nothing to compare to and
-               // the face must be drawn anyway
-               if(j != length - 1)
-               {
-                       p_next = p + translate_dir;
-                       
-                       getTileInfo(blockpos_nodes, p_next, face_dir, daynight_ratio,
-                                       vmanip, temp_mods, smooth_lighting,
-                                       next_makes_face, next_p_corrected,
-                                       next_face_dir_corrected, next_lights,
-                                       next_tile);
-                       
-                       if(next_makes_face == makes_face
-                                       && next_p_corrected == p_corrected
-                                       && next_face_dir_corrected == face_dir_corrected
-                                       && next_lights[0] == lights[0]
-                                       && next_lights[1] == lights[1]
-                                       && next_lights[2] == lights[2]
-                                       && next_lights[3] == lights[3]
-                                       && next_tile == tile)
-                       {
-                               next_is_different = false;
-                       }
-               }
-
-               continuous_tiles_count++;
-               
-               // This is set to true if the texture doesn't allow more tiling
-               bool end_of_texture = false;
-               /*
-                       If there is no texture, it can be tiled infinitely.
-                       If tiled==0, it means the texture can be tiled infinitely.
-                       Otherwise check tiled agains continuous_tiles_count.
-               */
-               if(tile.texture.atlas != NULL && tile.texture.tiled != 0)
-               {
-                       if(tile.texture.tiled <= continuous_tiles_count)
-                               end_of_texture = true;
-               }
-               
-               // Do this to disable tiling textures
-               //end_of_texture = true; //DEBUG
-               
-               if(next_is_different || end_of_texture)
-               {
-                       /*
-                               Create a face if there should be one
-                       */
-                       if(makes_face)
-                       {
-                               // Floating point conversion of the position vector
-                               v3f pf(p_corrected.X, p_corrected.Y, p_corrected.Z);
-                               // Center point of face (kind of)
-                               v3f sp = pf - ((f32)continuous_tiles_count / 2. - 0.5) * translate_dir_f;
-                               v3f scale(1,1,1);
-
-                               if(translate_dir.X != 0)
-                               {
-                                       scale.X = continuous_tiles_count;
-                               }
-                               if(translate_dir.Y != 0)
-                               {
-                                       scale.Y = continuous_tiles_count;
-                               }
-                               if(translate_dir.Z != 0)
-                               {
-                                       scale.Z = continuous_tiles_count;
-                               }
-                               
-                               makeFastFace(tile, lights[0], lights[1], lights[2], lights[3],
-                                               sp, face_dir_corrected, scale,
-                                               posRelative_f, dest);
-                       }
-
-                       continuous_tiles_count = 0;
-                       
-                       makes_face = next_makes_face;
-                       p_corrected = next_p_corrected;
-                       face_dir_corrected = next_face_dir_corrected;
-                       lights[0] = next_lights[0];
-                       lights[1] = next_lights[1];
-                       lights[2] = next_lights[2];
-                       lights[3] = next_lights[3];
-                       tile = next_tile;
-               }
-               
-               p = p_next;
-       }
-}
-
-/*
-       This is used because CMeshBuffer::append() is very slow
-*/
-struct PreMeshBuffer
-{
-       video::SMaterial material;
-       core::array<u16> indices;
-       core::array<video::S3DVertex> vertices;
-};
-
-class MeshCollector
-{
-public:
-       void append(
-                       video::SMaterial material,
-                       const video::S3DVertex* const vertices,
-                       u32 numVertices,
-                       const u16* const indices,
-                       u32 numIndices
-               )
-       {
-               PreMeshBuffer *p = NULL;
-               for(u32 i=0; i<m_prebuffers.size(); i++)
-               {
-                       PreMeshBuffer &pp = m_prebuffers[i];
-                       if(pp.material != material)
-                               continue;
-
-                       p = &pp;
-                       break;
-               }
-
-               if(p == NULL)
-               {
-                       PreMeshBuffer pp;
-                       pp.material = material;
-                       m_prebuffers.push_back(pp);
-                       p = &m_prebuffers[m_prebuffers.size()-1];
-               }
-
-               u32 vertex_count = p->vertices.size();
-               for(u32 i=0; i<numIndices; i++)
-               {
-                       u32 j = indices[i] + vertex_count;
-                       if(j > 65535)
-                       {
-                               dstream<<"FIXME: Meshbuffer ran out of indices"<<std::endl;
-                               // NOTE: Fix is to just add an another MeshBuffer
-                       }
-                       p->indices.push_back(j);
-               }
-               for(u32 i=0; i<numVertices; i++)
-               {
-                       p->vertices.push_back(vertices[i]);
-               }
-       }
-
-       void fillMesh(scene::SMesh *mesh)
-       {
-               /*dstream<<"Filling mesh with "<<m_prebuffers.size()
-                               <<" meshbuffers"<<std::endl;*/
-               for(u32 i=0; i<m_prebuffers.size(); i++)
-               {
-                       PreMeshBuffer &p = m_prebuffers[i];
-
-                       /*dstream<<"p.vertices.size()="<<p.vertices.size()
-                                       <<", p.indices.size()="<<p.indices.size()
-                                       <<std::endl;*/
-                       
-                       // Create meshbuffer
-                       
-                       // This is a "Standard MeshBuffer",
-                       // it's a typedeffed CMeshBuffer<video::S3DVertex>
-                       scene::SMeshBuffer *buf = new scene::SMeshBuffer();
-                       // Set material
-                       buf->Material = p.material;
-                       //((scene::SMeshBuffer*)buf)->Material = p.material;
-                       // Use VBO
-                       //buf->setHardwareMappingHint(scene::EHM_STATIC);
-                       // Add to mesh
-                       mesh->addMeshBuffer(buf);
-                       // Mesh grabbed it
-                       buf->drop();
-
-                       buf->append(p.vertices.pointer(), p.vertices.size(),
-                                       p.indices.pointer(), p.indices.size());
-               }
-       }
-
-private:
-       core::array<PreMeshBuffer> m_prebuffers;
-};
-
-void makeCuboid(video::SMaterial &material, MeshCollector *collector,
-       AtlasPointer* pa, video::SColor &c,
-       v3f &pos, f32 rx, f32 ry, f32 rz)
-{
-       video::S3DVertex v[4] =
-       {
-               video::S3DVertex(0,0,0, 0,0,0, c,
-                       pa->x0(), pa->y1()),
-               video::S3DVertex(0,0,0, 0,0,0, c,
-                       pa->x1(), pa->y1()),
-               video::S3DVertex(0,0,0, 0,0,0, c,
-                       pa->x1(), pa->y0()),
-               video::S3DVertex(0,0,0, 0,0,0, c,
-                       pa->x0(), pa->y0())
-       };
-
-       for(int i=0;i<6;i++)
-       {
-               switch(i)
-               {
-                       case 0:
-                               v[0].Pos.X=-rx; v[0].Pos.Y= ry; v[0].Pos.Z=-rz;
-                               v[1].Pos.X=-rx; v[1].Pos.Y= ry; v[1].Pos.Z= rz;
-                               v[2].Pos.X= rx; v[2].Pos.Y= ry; v[2].Pos.Z= rz;
-                               v[3].Pos.X= rx; v[3].Pos.Y= ry, v[3].Pos.Z=-rz;
-                               break;
-                       case 1:
-                               v[0].Pos.X=-rx; v[0].Pos.Y= ry; v[0].Pos.Z=-rz;
-                               v[1].Pos.X= rx; v[1].Pos.Y= ry; v[1].Pos.Z=-rz;
-                               v[2].Pos.X= rx; v[2].Pos.Y=-ry; v[2].Pos.Z=-rz;
-                               v[3].Pos.X=-rx; v[3].Pos.Y=-ry, v[3].Pos.Z=-rz;
-                               break;
-                       case 2:
-                               v[0].Pos.X= rx; v[0].Pos.Y= ry; v[0].Pos.Z=-rz;
-                               v[1].Pos.X= rx; v[1].Pos.Y= ry; v[1].Pos.Z= rz;
-                               v[2].Pos.X= rx; v[2].Pos.Y=-ry; v[2].Pos.Z= rz;
-                               v[3].Pos.X= rx; v[3].Pos.Y=-ry, v[3].Pos.Z=-rz;
-                               break;
-                       case 3:
-                               v[0].Pos.X= rx; v[0].Pos.Y= ry; v[0].Pos.Z= rz;
-                               v[1].Pos.X=-rx; v[1].Pos.Y= ry; v[1].Pos.Z= rz;
-                               v[2].Pos.X=-rx; v[2].Pos.Y=-ry; v[2].Pos.Z= rz;
-                               v[3].Pos.X= rx; v[3].Pos.Y=-ry, v[3].Pos.Z= rz;
-                               break;
-                       case 4:
-                               v[0].Pos.X=-rx; v[0].Pos.Y= ry; v[0].Pos.Z= rz;
-                               v[1].Pos.X=-rx; v[1].Pos.Y= ry; v[1].Pos.Z=-rz;
-                               v[2].Pos.X=-rx; v[2].Pos.Y=-ry; v[2].Pos.Z=-rz;
-                               v[3].Pos.X=-rx; v[3].Pos.Y=-ry, v[3].Pos.Z= rz;
-                               break;
-                       case 5:
-                               v[0].Pos.X= rx; v[0].Pos.Y=-ry; v[0].Pos.Z= rz;
-                               v[1].Pos.X=-rx; v[1].Pos.Y=-ry; v[1].Pos.Z= rz;
-                               v[2].Pos.X=-rx; v[2].Pos.Y=-ry; v[2].Pos.Z=-rz;
-                               v[3].Pos.X= rx; v[3].Pos.Y=-ry, v[3].Pos.Z=-rz;
-                               break;
-               }
-               for(u16 i=0; i<4; i++)
-                       v[i].Pos += pos;
-               u16 indices[] = {0,1,2,2,3,0};
-               collector->append(material, v, 4, indices, 6);
-
-       }
-
-}
-
-scene::SMesh* makeMapBlockMesh(MeshMakeData *data)
-{
-       // 4-21ms for MAP_BLOCKSIZE=16
-       // 24-155ms for MAP_BLOCKSIZE=32
-       //TimeTaker timer1("makeMapBlockMesh()");
-
-       core::array<FastFace> fastfaces_new;
-
-       v3s16 blockpos_nodes = data->m_blockpos*MAP_BLOCKSIZE;
-       
-       // floating point conversion
-       v3f posRelative_f(blockpos_nodes.X, blockpos_nodes.Y, blockpos_nodes.Z);
-       
-       /*
-               Some settings
-       */
-       bool new_style_water = g_settings.getBool("new_style_water");
-       bool new_style_leaves = g_settings.getBool("new_style_leaves");
-       bool smooth_lighting = g_settings.getBool("smooth_lighting");
-       
-       float node_water_level = 1.0;
-       if(new_style_water)
-               node_water_level = 0.85;
-       
-       /*
-               We are including the faces of the trailing edges of the block.
-               This means that when something changes, the caller must
-               also update the meshes of the blocks at the leading edges.
-
-               NOTE: This is the slowest part of this method.
-       */
-       
-       {
-               // 4-23ms for MAP_BLOCKSIZE=16
-               //TimeTaker timer2("updateMesh() collect");
-
-               /*
-                       Go through every y,z and get top(y+) faces in rows of x+
-               */
-               for(s16 y=0; y<MAP_BLOCKSIZE; y++){
-                       for(s16 z=0; z<MAP_BLOCKSIZE; z++){
-                               updateFastFaceRow(data->m_daynight_ratio, posRelative_f,
-                                               v3s16(0,y,z), MAP_BLOCKSIZE,
-                                               v3s16(1,0,0), //dir
-                                               v3f  (1,0,0),
-                                               v3s16(0,1,0), //face dir
-                                               v3f  (0,1,0),
-                                               fastfaces_new,
-                                               data->m_temp_mods,
-                                               data->m_vmanip,
-                                               blockpos_nodes,
-                                               smooth_lighting);
-                       }
-               }
-               /*
-                       Go through every x,y and get right(x+) faces in rows of z+
-               */
-               for(s16 x=0; x<MAP_BLOCKSIZE; x++){
-                       for(s16 y=0; y<MAP_BLOCKSIZE; y++){
-                               updateFastFaceRow(data->m_daynight_ratio, posRelative_f,
-                                               v3s16(x,y,0), MAP_BLOCKSIZE,
-                                               v3s16(0,0,1),
-                                               v3f  (0,0,1),
-                                               v3s16(1,0,0),
-                                               v3f  (1,0,0),
-                                               fastfaces_new,
-                                               data->m_temp_mods,
-                                               data->m_vmanip,
-                                               blockpos_nodes,
-                                               smooth_lighting);
-                       }
-               }
-               /*
-                       Go through every y,z and get back(z+) faces in rows of x+
-               */
-               for(s16 z=0; z<MAP_BLOCKSIZE; z++){
-                       for(s16 y=0; y<MAP_BLOCKSIZE; y++){
-                               updateFastFaceRow(data->m_daynight_ratio, posRelative_f,
-                                               v3s16(0,y,z), MAP_BLOCKSIZE,
-                                               v3s16(1,0,0),
-                                               v3f  (1,0,0),
-                                               v3s16(0,0,1),
-                                               v3f  (0,0,1),
-                                               fastfaces_new,
-                                               data->m_temp_mods,
-                                               data->m_vmanip,
-                                               blockpos_nodes,
-                                               smooth_lighting);
-                       }
-               }
-       }
-
-       // End of slow part
-
-       /*
-               Convert FastFaces to SMesh
-       */
-
-       MeshCollector collector;
-
-       if(fastfaces_new.size() > 0)
-       {
-               // avg 0ms (100ms spikes when loading textures the first time)
-               //TimeTaker timer2("updateMesh() mesh building");
-
-               video::SMaterial material;
-               material.setFlag(video::EMF_LIGHTING, false);
-               material.setFlag(video::EMF_BILINEAR_FILTER, false);
-               material.setFlag(video::EMF_FOG_ENABLE, true);
-               //material.setFlag(video::EMF_ANTI_ALIASING, video::EAAM_OFF);
-               //material.setFlag(video::EMF_ANTI_ALIASING, video::EAAM_SIMPLE);
-
-               for(u32 i=0; i<fastfaces_new.size(); i++)
-               {
-                       FastFace &f = fastfaces_new[i];
-
-                       const u16 indices[] = {0,1,2,2,3,0};
-                       const u16 indices_alternate[] = {0,1,3,2,3,1};
-                       
-                       video::ITexture *texture = f.tile.texture.atlas;
-                       if(texture == NULL)
-                               continue;
-
-                       material.setTexture(0, texture);
-                       
-                       f.tile.applyMaterialOptions(material);
-
-                       const u16 *indices_p = indices;
-                       
-                       /*
-                               Revert triangles for nicer looking gradient if vertices
-                               1 and 3 have same color or 0 and 2 have different color.
-                       */
-                       if(f.vertices[0].Color != f.vertices[2].Color
-                                       || f.vertices[1].Color == f.vertices[3].Color)
-                               indices_p = indices_alternate;
-                       
-                       collector.append(material, f.vertices, 4, indices_p, 6);
-               }
-       }
-
-       /*
-               Add special graphics:
-               - torches
-               - flowing water
-       */
-
-       // 0ms
-       //TimeTaker timer2("updateMesh() adding special stuff");
-
-       // Flowing water material
-       video::SMaterial material_water1;
-       material_water1.setFlag(video::EMF_LIGHTING, false);
-       material_water1.setFlag(video::EMF_BACK_FACE_CULLING, false);
-       material_water1.setFlag(video::EMF_BILINEAR_FILTER, false);
-       material_water1.setFlag(video::EMF_FOG_ENABLE, true);
-       material_water1.MaterialType = video::EMT_TRANSPARENT_VERTEX_ALPHA;
-       AtlasPointer pa_water1 = g_texturesource->getTexture(
-                       g_texturesource->getTextureId("water.png"));
-       material_water1.setTexture(0, pa_water1.atlas);
-
-       // New-style leaves material
-       video::SMaterial material_leaves1;
-       material_leaves1.setFlag(video::EMF_LIGHTING, false);
-       //material_leaves1.setFlag(video::EMF_BACK_FACE_CULLING, false);
-       material_leaves1.setFlag(video::EMF_BILINEAR_FILTER, false);
-       material_leaves1.setFlag(video::EMF_FOG_ENABLE, true);
-       material_leaves1.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
-       AtlasPointer pa_leaves1 = g_texturesource->getTexture(
-                       g_texturesource->getTextureId("leaves.png"));
-       material_leaves1.setTexture(0, pa_leaves1.atlas);
-
-       // Glass material
-       video::SMaterial material_glass;
-       material_glass.setFlag(video::EMF_LIGHTING, false);
-       material_glass.setFlag(video::EMF_BILINEAR_FILTER, false);
-       material_glass.setFlag(video::EMF_FOG_ENABLE, true);
-       material_glass.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
-       AtlasPointer pa_glass = g_texturesource->getTexture(
-                       g_texturesource->getTextureId("glass.png"));
-       material_glass.setTexture(0, pa_glass.atlas);
-
-       // Wood material
-       video::SMaterial material_wood;
-       material_wood.setFlag(video::EMF_LIGHTING, false);
-       material_wood.setFlag(video::EMF_BILINEAR_FILTER, false);
-       material_wood.setFlag(video::EMF_FOG_ENABLE, true);
-       material_wood.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
-       AtlasPointer pa_wood = g_texturesource->getTexture(
-                       g_texturesource->getTextureId("wood.png"));
-       material_wood.setTexture(0, pa_wood.atlas);
-
-       // Papyrus material
-       video::SMaterial material_papyrus;
-       material_papyrus.setFlag(video::EMF_LIGHTING, false);
-       material_papyrus.setFlag(video::EMF_BILINEAR_FILTER, false);
-       material_papyrus.setFlag(video::EMF_FOG_ENABLE, true);
-       material_papyrus.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
-       AtlasPointer pa_papyrus = g_texturesource->getTexture(
-                       g_texturesource->getTextureId("papyrus.png"));
-       material_papyrus.setTexture(0, pa_papyrus.atlas);
-
-       for(s16 z=0; z<MAP_BLOCKSIZE; z++)
-       for(s16 y=0; y<MAP_BLOCKSIZE; y++)
-       for(s16 x=0; x<MAP_BLOCKSIZE; x++)
-       {
-               v3s16 p(x,y,z);
-
-               MapNode n = data->m_vmanip.getNodeNoEx(blockpos_nodes+p);
-               
-               /*
-                       Add torches to mesh
-               */
-               if(n.d == CONTENT_TORCH)
-               {
-                       video::SColor c(255,255,255,255);
-
-                       // Wall at X+ of node
-                       video::S3DVertex vertices[4] =
-                       {
-                               video::S3DVertex(-BS/2,-BS/2,0, 0,0,0, c, 0,1),
-                               video::S3DVertex(BS/2,-BS/2,0, 0,0,0, c, 1,1),
-                               video::S3DVertex(BS/2,BS/2,0, 0,0,0, c, 1,0),
-                               video::S3DVertex(-BS/2,BS/2,0, 0,0,0, c, 0,0),
-                       };
-
-                       v3s16 dir = unpackDir(n.dir);
-
-                       for(s32 i=0; i<4; i++)
-                       {
-                               if(dir == v3s16(1,0,0))
-                                       vertices[i].Pos.rotateXZBy(0);
-                               if(dir == v3s16(-1,0,0))
-                                       vertices[i].Pos.rotateXZBy(180);
-                               if(dir == v3s16(0,0,1))
-                                       vertices[i].Pos.rotateXZBy(90);
-                               if(dir == v3s16(0,0,-1))
-                                       vertices[i].Pos.rotateXZBy(-90);
-                               if(dir == v3s16(0,-1,0))
-                                       vertices[i].Pos.rotateXZBy(45);
-                               if(dir == v3s16(0,1,0))
-                                       vertices[i].Pos.rotateXZBy(-45);
-
-                               vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
-                       }
-
-                       // Set material
-                       video::SMaterial material;
-                       material.setFlag(video::EMF_LIGHTING, false);
-                       material.setFlag(video::EMF_BACK_FACE_CULLING, false);
-                       material.setFlag(video::EMF_BILINEAR_FILTER, false);
-                       //material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
-                       material.MaterialType
-                                       = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
-
-                       if(dir == v3s16(0,-1,0))
-                               material.setTexture(0,
-                                               g_texturesource->getTextureRaw("torch_on_floor.png"));
-                       else if(dir == v3s16(0,1,0))
-                               material.setTexture(0,
-                                               g_texturesource->getTextureRaw("torch_on_ceiling.png"));
-                       // For backwards compatibility
-                       else if(dir == v3s16(0,0,0))
-                               material.setTexture(0,
-                                               g_texturesource->getTextureRaw("torch_on_floor.png"));
-                       else
-                               material.setTexture(0, 
-                                               g_texturesource->getTextureRaw("torch.png"));
-
-                       u16 indices[] = {0,1,2,2,3,0};
-                       // Add to mesh collector
-                       collector.append(material, vertices, 4, indices, 6);
-               }
-               /*
-                       Signs on walls
-               */
-               if(n.d == CONTENT_SIGN_WALL)
-               {
-                       u8 l = decode_light(n.getLightBlend(data->m_daynight_ratio));
-                       video::SColor c(255,l,l,l);
-                               
-                       float d = (float)BS/16;
-                       // Wall at X+ of node
-                       video::S3DVertex vertices[4] =
-                       {
-                               video::S3DVertex(BS/2-d,-BS/2,-BS/2, 0,0,0, c, 0,1),
-                               video::S3DVertex(BS/2-d,-BS/2,BS/2, 0,0,0, c, 1,1),
-                               video::S3DVertex(BS/2-d,BS/2,BS/2, 0,0,0, c, 1,0),
-                               video::S3DVertex(BS/2-d,BS/2,-BS/2, 0,0,0, c, 0,0),
-                       };
-
-                       v3s16 dir = unpackDir(n.dir);
-
-                       for(s32 i=0; i<4; i++)
-                       {
-                               if(dir == v3s16(1,0,0))
-                                       vertices[i].Pos.rotateXZBy(0);
-                               if(dir == v3s16(-1,0,0))
-                                       vertices[i].Pos.rotateXZBy(180);
-                               if(dir == v3s16(0,0,1))
-                                       vertices[i].Pos.rotateXZBy(90);
-                               if(dir == v3s16(0,0,-1))
-                                       vertices[i].Pos.rotateXZBy(-90);
-                               if(dir == v3s16(0,-1,0))
-                                       vertices[i].Pos.rotateXYBy(-90);
-                               if(dir == v3s16(0,1,0))
-                                       vertices[i].Pos.rotateXYBy(90);
-
-                               vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
-                       }
-
-                       // Set material
-                       video::SMaterial material;
-                       material.setFlag(video::EMF_LIGHTING, false);
-                       material.setFlag(video::EMF_BACK_FACE_CULLING, false);
-                       material.setFlag(video::EMF_BILINEAR_FILTER, false);
-                       material.setFlag(video::EMF_FOG_ENABLE, true);
-                       //material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
-                       material.MaterialType
-                                       = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
-
-                       material.setTexture(0, 
-                                       g_texturesource->getTextureRaw("sign_wall.png"));
-
-                       u16 indices[] = {0,1,2,2,3,0};
-                       // Add to mesh collector
-                       collector.append(material, vertices, 4, indices, 6);
-               }
-               /*
-                       Add flowing water to mesh
-               */
-               else if(n.d == CONTENT_WATER)
-               {
-                       bool top_is_water = false;
-                       MapNode ntop = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x,y+1,z));
-                       if(ntop.d == CONTENT_WATER || ntop.d == CONTENT_WATERSOURCE)
-                               top_is_water = true;
-                       
-                       u8 l = 0;
-                       // Use the light of the node on top if possible
-                       if(content_features(ntop.d).param_type == CPT_LIGHT)
-                               l = decode_light(ntop.getLightBlend(data->m_daynight_ratio));
-                       // Otherwise use the light of this node (the water)
-                       else
-                               l = decode_light(n.getLightBlend(data->m_daynight_ratio));
-                       video::SColor c(WATER_ALPHA,l,l,l);
-                       
-                       // Neighbor water levels (key = relative position)
-                       // Includes current node
-                       core::map<v3s16, f32> neighbor_levels;
-                       core::map<v3s16, u8> neighbor_contents;
-                       core::map<v3s16, u8> neighbor_flags;
-                       const u8 neighborflag_top_is_water = 0x01;
-                       v3s16 neighbor_dirs[9] = {
-                               v3s16(0,0,0),
-                               v3s16(0,0,1),
-                               v3s16(0,0,-1),
-                               v3s16(1,0,0),
-                               v3s16(-1,0,0),
-                               v3s16(1,0,1),
-                               v3s16(-1,0,-1),
-                               v3s16(1,0,-1),
-                               v3s16(-1,0,1),
-                       };
-                       for(u32 i=0; i<9; i++)
-                       {
-                               u8 content = CONTENT_AIR;
-                               float level = -0.5 * BS;
-                               u8 flags = 0;
-                               // Check neighbor
-                               v3s16 p2 = p + neighbor_dirs[i];
-                               MapNode n2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p2);
-                               if(n2.d != CONTENT_IGNORE)
-                               {
-                                       content = n2.d;
-
-                                       if(n2.d == CONTENT_WATERSOURCE)
-                                               level = (-0.5+node_water_level) * BS;
-                                       else if(n2.d == CONTENT_WATER)
-                                               level = (-0.5 + ((float)n2.param2 + 0.5) / 8.0
-                                                               * node_water_level) * BS;
-
-                                       // Check node above neighbor.
-                                       // NOTE: This doesn't get executed if neighbor
-                                       //       doesn't exist
-                                       p2.Y += 1;
-                                       n2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p2);
-                                       if(n2.d == CONTENT_WATERSOURCE || n2.d == CONTENT_WATER)
-                                               flags |= neighborflag_top_is_water;
-                               }
-                               
-                               neighbor_levels.insert(neighbor_dirs[i], level);
-                               neighbor_contents.insert(neighbor_dirs[i], content);
-                               neighbor_flags.insert(neighbor_dirs[i], flags);
-                       }
-
-                       //float water_level = (-0.5 + ((float)n.param2 + 0.5) / 8.0) * BS;
-                       //float water_level = neighbor_levels[v3s16(0,0,0)];
-
-                       // Corner heights (average between four waters)
-                       f32 corner_levels[4];
-                       
-                       v3s16 halfdirs[4] = {
-                               v3s16(0,0,0),
-                               v3s16(1,0,0),
-                               v3s16(1,0,1),
-                               v3s16(0,0,1),
-                       };
-                       for(u32 i=0; i<4; i++)
-                       {
-                               v3s16 cornerdir = halfdirs[i];
-                               float cornerlevel = 0;
-                               u32 valid_count = 0;
-                               for(u32 j=0; j<4; j++)
-                               {
-                                       v3s16 neighbordir = cornerdir - halfdirs[j];
-                                       u8 content = neighbor_contents[neighbordir];
-                                       // Special case for source nodes
-                                       if(content == CONTENT_WATERSOURCE)
-                                       {
-                                               cornerlevel = (-0.5+node_water_level)*BS;
-                                               valid_count = 1;
-                                               break;
-                                       }
-                                       else if(content == CONTENT_WATER)
-                                       {
-                                               cornerlevel += neighbor_levels[neighbordir];
-                                               valid_count++;
-                                       }
-                                       else if(content == CONTENT_AIR)
-                                       {
-                                               cornerlevel += -0.5*BS;
-                                               valid_count++;
-                                       }
-                               }
-                               if(valid_count > 0)
-                                       cornerlevel /= valid_count;
-                               corner_levels[i] = cornerlevel;
-                       }
-
-                       /*
-                               Generate sides
-                       */
-
-                       v3s16 side_dirs[4] = {
-                               v3s16(1,0,0),
-                               v3s16(-1,0,0),
-                               v3s16(0,0,1),
-                               v3s16(0,0,-1),
-                       };
-                       s16 side_corners[4][2] = {
-                               {1, 2},
-                               {3, 0},
-                               {2, 3},
-                               {0, 1},
-                       };
-                       for(u32 i=0; i<4; i++)
-                       {
-                               v3s16 dir = side_dirs[i];
-
-                               /*
-                                       If our topside is water and neighbor's topside
-                                       is water, don't draw side face
-                               */
-                               if(top_is_water &&
-                                               neighbor_flags[dir] & neighborflag_top_is_water)
-                                       continue;
-
-                               u8 neighbor_content = neighbor_contents[dir];
-                               
-                               // Don't draw face if neighbor is not air or water
-                               if(neighbor_content != CONTENT_AIR
-                                               && neighbor_content != CONTENT_WATER)
-                                       continue;
-                               
-                               bool neighbor_is_water = (neighbor_content == CONTENT_WATER);
-                               
-                               // Don't draw any faces if neighbor is water and top is water
-                               if(neighbor_is_water == true && top_is_water == false)
-                                       continue;
-                               
-                               video::S3DVertex vertices[4] =
-                               {
-                                       /*video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c, 0,1),
-                                       video::S3DVertex(BS/2,0,BS/2, 0,0,0, c, 1,1),
-                                       video::S3DVertex(BS/2,0,BS/2, 0,0,0, c, 1,0),
-                                       video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c, 0,0),*/
-                                       video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c,
-                                                       pa_water1.x0(), pa_water1.y1()),
-                                       video::S3DVertex(BS/2,0,BS/2, 0,0,0, c,
-                                                       pa_water1.x1(), pa_water1.y1()),
-                                       video::S3DVertex(BS/2,0,BS/2, 0,0,0, c,
-                                                       pa_water1.x1(), pa_water1.y0()),
-                                       video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c,
-                                                       pa_water1.x0(), pa_water1.y0()),
-                               };
-                               
-                               /*
-                                       If our topside is water, set upper border of face
-                                       at upper border of node
-                               */
-                               if(top_is_water)
-                               {
-                                       vertices[2].Pos.Y = 0.5*BS;
-                                       vertices[3].Pos.Y = 0.5*BS;
-                               }
-                               /*
-                                       Otherwise upper position of face is corner levels
-                               */
-                               else
-                               {
-                                       vertices[2].Pos.Y = corner_levels[side_corners[i][0]];
-                                       vertices[3].Pos.Y = corner_levels[side_corners[i][1]];
-                               }
-                               
-                               /*
-                                       If neighbor is water, lower border of face is corner
-                                       water levels
-                               */
-                               if(neighbor_is_water)
-                               {
-                                       vertices[0].Pos.Y = corner_levels[side_corners[i][1]];
-                                       vertices[1].Pos.Y = corner_levels[side_corners[i][0]];
-                               }
-                               /*
-                                       If neighbor is not water, lower border of face is
-                                       lower border of node
-                               */
-                               else
-                               {
-                                       vertices[0].Pos.Y = -0.5*BS;
-                                       vertices[1].Pos.Y = -0.5*BS;
-                               }
-                               
-                               for(s32 j=0; j<4; j++)
-                               {
-                                       if(dir == v3s16(0,0,1))
-                                               vertices[j].Pos.rotateXZBy(0);
-                                       if(dir == v3s16(0,0,-1))
-                                               vertices[j].Pos.rotateXZBy(180);
-                                       if(dir == v3s16(-1,0,0))
-                                               vertices[j].Pos.rotateXZBy(90);
-                                       if(dir == v3s16(1,0,-0))
-                                               vertices[j].Pos.rotateXZBy(-90);
-
-                                       vertices[j].Pos += intToFloat(p + blockpos_nodes, BS);
-                               }
-
-                               u16 indices[] = {0,1,2,2,3,0};
-                               // Add to mesh collector
-                               collector.append(material_water1, vertices, 4, indices, 6);
-                       }
-                       
-                       /*
-                               Generate top side, if appropriate
-                       */
-                       
-                       if(top_is_water == false)
-                       {
-                               video::S3DVertex vertices[4] =
-                               {
-                                       /*video::S3DVertex(-BS/2,0,-BS/2, 0,0,0, c, 0,1),
-                                       video::S3DVertex(BS/2,0,-BS/2, 0,0,0, c, 1,1),
-                                       video::S3DVertex(BS/2,0,BS/2, 0,0,0, c, 1,0),
-                                       video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c, 0,0),*/
-                                       video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c,
-                                                       pa_water1.x0(), pa_water1.y1()),
-                                       video::S3DVertex(BS/2,0,BS/2, 0,0,0, c,
-                                                       pa_water1.x1(), pa_water1.y1()),
-                                       video::S3DVertex(BS/2,0,-BS/2, 0,0,0, c,
-                                                       pa_water1.x1(), pa_water1.y0()),
-                                       video::S3DVertex(-BS/2,0,-BS/2, 0,0,0, c,
-                                                       pa_water1.x0(), pa_water1.y0()),
-                               };
-                               
-                               // This fixes a strange bug
-                               s32 corner_resolve[4] = {3,2,1,0};
-
-                               for(s32 i=0; i<4; i++)
-                               {
-                                       //vertices[i].Pos.Y += water_level;
-                                       //vertices[i].Pos.Y += neighbor_levels[v3s16(0,0,0)];
-                                       s32 j = corner_resolve[i];
-                                       vertices[i].Pos.Y += corner_levels[j];
-                                       vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
-                               }
-
-                               u16 indices[] = {0,1,2,2,3,0};
-                               // Add to mesh collector
-                               collector.append(material_water1, vertices, 4, indices, 6);
-                       }
-               }
-               /*
-                       Add water sources to mesh if using new style
-               */
-               else if(n.d == CONTENT_WATERSOURCE && new_style_water)
-               {
-                       //bool top_is_water = false;
-                       bool top_is_air = false;
-                       MapNode n = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x,y+1,z));
-                       /*if(n.d == CONTENT_WATER || n.d == CONTENT_WATERSOURCE)
-                               top_is_water = true;*/
-                       if(n.d == CONTENT_AIR)
-                               top_is_air = true;
-                       
-                       /*if(top_is_water == true)
-                               continue;*/
-                       if(top_is_air == false)
-                               continue;
-
-                       u8 l = decode_light(n.getLightBlend(data->m_daynight_ratio));
-                       video::SColor c(WATER_ALPHA,l,l,l);
-                       
-                       video::S3DVertex vertices[4] =
-                       {
-                               /*video::S3DVertex(-BS/2,0,-BS/2, 0,0,0, c, 0,1),
-                               video::S3DVertex(BS/2,0,-BS/2, 0,0,0, c, 1,1),
-                               video::S3DVertex(BS/2,0,BS/2, 0,0,0, c, 1,0),
-                               video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c, 0,0),*/
-                               video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c,
-                                               pa_water1.x0(), pa_water1.y1()),
-                               video::S3DVertex(BS/2,0,BS/2, 0,0,0, c,
-                                               pa_water1.x1(), pa_water1.y1()),
-                               video::S3DVertex(BS/2,0,-BS/2, 0,0,0, c,
-                                               pa_water1.x1(), pa_water1.y0()),
-                               video::S3DVertex(-BS/2,0,-BS/2, 0,0,0, c,
-                                               pa_water1.x0(), pa_water1.y0()),
-                       };
-
-                       for(s32 i=0; i<4; i++)
-                       {
-                               vertices[i].Pos.Y += (-0.5+node_water_level)*BS;
-                               vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
-                       }
-
-                       u16 indices[] = {0,1,2,2,3,0};
-                       // Add to mesh collector
-                       collector.append(material_water1, vertices, 4, indices, 6);
-               }
-               /*
-                       Add leaves if using new style
-               */
-               else if(n.d == CONTENT_LEAVES && new_style_leaves)
-               {
-                       /*u8 l = decode_light(n.getLightBlend(data->m_daynight_ratio));*/
-                       u8 l = decode_light(undiminish_light(n.getLightBlend(data->m_daynight_ratio)));
-                       video::SColor c(255,l,l,l);
-
-                       for(u32 j=0; j<6; j++)
-                       {
-                               video::S3DVertex vertices[4] =
-                               {
-                                       /*video::S3DVertex(-BS/2,-BS/2,BS/2, 0,0,0, c, 0,1),
-                                       video::S3DVertex(BS/2,-BS/2,BS/2, 0,0,0, c, 1,1),
-                                       video::S3DVertex(BS/2,BS/2,BS/2, 0,0,0, c, 1,0),
-                                       video::S3DVertex(-BS/2,BS/2,BS/2, 0,0,0, c, 0,0),*/
-                                       video::S3DVertex(-BS/2,-BS/2,BS/2, 0,0,0, c,
-                                               pa_leaves1.x0(), pa_leaves1.y1()),
-                                       video::S3DVertex(BS/2,-BS/2,BS/2, 0,0,0, c,
-                                               pa_leaves1.x1(), pa_leaves1.y1()),
-                                       video::S3DVertex(BS/2,BS/2,BS/2, 0,0,0, c,
-                                               pa_leaves1.x1(), pa_leaves1.y0()),
-                                       video::S3DVertex(-BS/2,BS/2,BS/2, 0,0,0, c,
-                                               pa_leaves1.x0(), pa_leaves1.y0()),
-                               };
-
-                               if(j == 0)
-                               {
-                                       for(u16 i=0; i<4; i++)
-                                               vertices[i].Pos.rotateXZBy(0);
-                               }
-                               else if(j == 1)
-                               {
-                                       for(u16 i=0; i<4; i++)
-                                               vertices[i].Pos.rotateXZBy(180);
-                               }
-                               else if(j == 2)
-                               {
-                                       for(u16 i=0; i<4; i++)
-                                               vertices[i].Pos.rotateXZBy(-90);
-                               }
-                               else if(j == 3)
-                               {
-                                       for(u16 i=0; i<4; i++)
-                                               vertices[i].Pos.rotateXZBy(90);
-                               }
-                               else if(j == 4)
-                               {
-                                       for(u16 i=0; i<4; i++)
-                                               vertices[i].Pos.rotateYZBy(-90);
-                               }
-                               else if(j == 5)
-                               {
-                                       for(u16 i=0; i<4; i++)
-                                               vertices[i].Pos.rotateYZBy(90);
-                               }
-
-                               for(u16 i=0; i<4; i++)
-                               {
-                                       vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
-                               }
-
-                               u16 indices[] = {0,1,2,2,3,0};
-                               // Add to mesh collector
-                               collector.append(material_leaves1, vertices, 4, indices, 6);
-                       }
-               }
-               /*
-                       Add glass
-               */
-               else if(n.d == CONTENT_GLASS)
-               {
-                       u8 l = decode_light(undiminish_light(n.getLightBlend(data->m_daynight_ratio)));
-                       video::SColor c(255,l,l,l);
-
-                       for(u32 j=0; j<6; j++)
-                       {
-                               video::S3DVertex vertices[4] =
-                               {
-                                       video::S3DVertex(-BS/2,-BS/2,BS/2, 0,0,0, c,
-                                               pa_glass.x0(), pa_glass.y1()),
-                                       video::S3DVertex(BS/2,-BS/2,BS/2, 0,0,0, c,
-                                               pa_glass.x1(), pa_glass.y1()),
-                                       video::S3DVertex(BS/2,BS/2,BS/2, 0,0,0, c,
-                                               pa_glass.x1(), pa_glass.y0()),
-                                       video::S3DVertex(-BS/2,BS/2,BS/2, 0,0,0, c,
-                                               pa_glass.x0(), pa_glass.y0()),
-                               };
-
-                               if(j == 0)
-                               {
-                                       for(u16 i=0; i<4; i++)
-                                               vertices[i].Pos.rotateXZBy(0);
-                               }
-                               else if(j == 1)
-                               {
-                                       for(u16 i=0; i<4; i++)
-                                               vertices[i].Pos.rotateXZBy(180);
-                               }
-                               else if(j == 2)
-                               {
-                                       for(u16 i=0; i<4; i++)
-                                               vertices[i].Pos.rotateXZBy(-90);
-                               }
-                               else if(j == 3)
-                               {
-                                       for(u16 i=0; i<4; i++)
-                                               vertices[i].Pos.rotateXZBy(90);
-                               }
-                               else if(j == 4)
-                               {
-                                       for(u16 i=0; i<4; i++)
-                                               vertices[i].Pos.rotateYZBy(-90);
-                               }
-                               else if(j == 5)
-                               {
-                                       for(u16 i=0; i<4; i++)
-                                               vertices[i].Pos.rotateYZBy(90);
-                               }
-
-                               for(u16 i=0; i<4; i++)
-                               {
-                                       vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
-                               }
-
-                               u16 indices[] = {0,1,2,2,3,0};
-                               // Add to mesh collector
-                               collector.append(material_glass, vertices, 4, indices, 6);
-                       }
-               }
-               /*
-                       Add fence
-               */
-               else if(n.d == CONTENT_FENCE)
-               {
-                       u8 l = decode_light(undiminish_light(n.getLightBlend(data->m_daynight_ratio)));
-                       video::SColor c(255,l,l,l);
-
-                       const f32 post_rad=(f32)BS/(32.0/4.0);
-                       const f32 bar_rad=(f32)BS/(32.0/2.0);
-                       const f32 bar_len=(f32)(BS/2)-post_rad;
-
-                       // The post - always present
-                       v3f pos = intToFloat(p+blockpos_nodes, BS);
-                       makeCuboid(material_wood, &collector,
-                               &pa_wood, c, pos,
-                               post_rad,BS/2,post_rad);
-
-                       // Now a section of fence, +X, if there's a post there
-                       v3s16 p2 = p;
-                       p2.X++;
-                       MapNode n2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p2);
-                       if(n2.d == CONTENT_FENCE)
-                       {
-                               pos = intToFloat(p+blockpos_nodes, BS);
-                               pos.X += BS/2;
-                               pos.Y += 3*bar_rad;
-                               makeCuboid(material_wood, &collector,
-                                       &pa_wood, c, pos,
-                                       bar_len,bar_rad,bar_rad);
-
-                               pos.Y -= 6*bar_rad;
-                               makeCuboid(material_wood, &collector,
-                                       &pa_wood, c, pos,
-                                       bar_len,bar_rad,bar_rad);
-                       }
-
-                       // Now a section of fence, +Z, if there's a post there
-                       p2 = p;
-                       p2.Z++;
-                       n2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p2);
-                       if(n2.d == CONTENT_FENCE)
-                       {
-                               pos = intToFloat(p+blockpos_nodes, BS);
-                               pos.Z += BS/2;
-                               pos.Y += 3*bar_rad;
-                               makeCuboid(material_wood, &collector,
-                                       &pa_wood, c, pos,
-                                       bar_rad,bar_rad,bar_len);
-                               pos.Y -= 6*bar_rad;
-                               makeCuboid(material_wood, &collector,
-                                       &pa_wood, c, pos,
-                                       bar_rad,bar_rad,bar_len);
-
-                       }
-
-               }
-               else if(n.d == CONTENT_PAPYRUS)
-               {
-                       u8 l = decode_light(undiminish_light(n.getLightBlend(data->m_daynight_ratio)));
-                       video::SColor c(255,l,l,l);
-
-                       for(u32 j=0; j<4; j++)
-                       {
-                               video::S3DVertex vertices[4] =
-                               {
-                                       video::S3DVertex(-BS/2,-BS/2,0, 0,0,0, c,
-                                               pa_papyrus.x0(), pa_papyrus.y1()),
-                                       video::S3DVertex(BS/2,-BS/2,0, 0,0,0, c,
-                                               pa_papyrus.x1(), pa_papyrus.y1()),
-                                       video::S3DVertex(BS/2,BS/2,0, 0,0,0, c,
-                                               pa_papyrus.x1(), pa_papyrus.y0()),
-                                       video::S3DVertex(-BS/2,BS/2,0, 0,0,0, c,
-                                               pa_papyrus.x0(), pa_papyrus.y0()),
-                               };
-
-                               if(j == 0)
-                               {
-                                       for(u16 i=0; i<4; i++)
-                                               vertices[i].Pos.rotateXZBy(45);
-                               }
-                               else if(j == 1)
-                               {
-                                       for(u16 i=0; i<4; i++)
-                                               vertices[i].Pos.rotateXZBy(-45);
-                               }
-                               else if(j == 2)
-                               {
-                                       for(u16 i=0; i<4; i++)
-                                               vertices[i].Pos.rotateXZBy(135);
-                               }
-                               else if(j == 3)
-                               {
-                                       for(u16 i=0; i<4; i++)
-                                               vertices[i].Pos.rotateXZBy(-135);
-                               }
-
-                               for(u16 i=0; i<4; i++)
-                               {
-                                       vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
-                               }
-
-                               u16 indices[] = {0,1,2,2,3,0};
-                               // Add to mesh collector
-                               collector.append(material_papyrus, vertices, 4, indices, 6);
-                       }
-               }
-               else if(n.d == CONTENT_RAIL)
-               {
-                       u8 l = decode_light(n.getLightBlend(data->m_daynight_ratio));
-                       video::SColor c(255,l,l,l);
-
-                       bool is_rail_x [] = { false, false };  /* x-1, x+1 */
-                       bool is_rail_z [] = { false, false };  /* z-1, z+1 */
-
-                       MapNode n_minus_x = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x-1,y,z));
-                       MapNode n_plus_x = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x+1,y,z));
-                       MapNode n_minus_z = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x,y,z-1));
-                       MapNode n_plus_z = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x,y,z+1));
-
-                       if(n_minus_x.d == CONTENT_RAIL)
-                               is_rail_x[0] = true;
-                       if(n_plus_x.d == CONTENT_RAIL)
-                               is_rail_x[1] = true;
-                       if(n_minus_z.d == CONTENT_RAIL)
-                               is_rail_z[0] = true;
-                       if(n_plus_z.d == CONTENT_RAIL)
-                               is_rail_z[1] = true;
-
-                       float d = (float)BS/16;
-                       video::S3DVertex vertices[4] =
-                       {
-                               video::S3DVertex(-BS/2,-BS/2+d,-BS/2, 0,0,0, c,
-                                       0, 1),
-                               video::S3DVertex(BS/2,-BS/2+d,-BS/2, 0,0,0, c,
-                                       1, 1),
-                               video::S3DVertex(BS/2,-BS/2+d,BS/2, 0,0,0, c,
-                                       1, 0),
-                               video::S3DVertex(-BS/2,-BS/2+d,BS/2, 0,0,0, c,
-                                       0, 0),
-                       };
-
-                       video::SMaterial material_rail;
-                       material_rail.setFlag(video::EMF_LIGHTING, false);
-                       material_rail.setFlag(video::EMF_BACK_FACE_CULLING, false);
-                       material_rail.setFlag(video::EMF_BILINEAR_FILTER, false);
-                       material_rail.setFlag(video::EMF_FOG_ENABLE, true);
-                       material_rail.MaterialType
-                                       = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
-
-                       int adjacencies = is_rail_x[0] + is_rail_x[1] + is_rail_z[0] + is_rail_z[1];
-
-                       // Assign textures
-                       if(adjacencies < 2)
-                               material_rail.setTexture(0, g_texturesource->getTextureRaw("rail.png"));
-                       else if(adjacencies == 2)
-                       {
-                               if((is_rail_x[0] && is_rail_x[1]) || (is_rail_z[0] && is_rail_z[1]))
-                                       material_rail.setTexture(0, g_texturesource->getTextureRaw("rail.png"));
-                               else
-                                       material_rail.setTexture(0, g_texturesource->getTextureRaw("rail_curved.png"));
-                       }
-                       else if(adjacencies == 3)
-                               material_rail.setTexture(0, g_texturesource->getTextureRaw("rail_t_junction.png"));
-                       else if(adjacencies == 4)
-                               material_rail.setTexture(0, g_texturesource->getTextureRaw("rail_crossing.png"));
-
-                       // Rotate textures
-                       int angle = 0;
-
-                       if(adjacencies == 1)
-                       {
-                               if(is_rail_x[0] || is_rail_x[1])
-                                       angle = 90;
-                       }
-                       else if(adjacencies == 2)
-                       {
-                               if(is_rail_x[0] && is_rail_x[1])
-                                       angle = 90;
-                               else if(is_rail_x[0] && is_rail_z[0])
-                                       angle = 270;
-                               else if(is_rail_x[0] && is_rail_z[1])
-                                       angle = 180;
-                               else if(is_rail_x[1] && is_rail_z[1])
-                                       angle = 90;
-                       }
-                       else if(adjacencies == 3)
-                       {
-                               if(!is_rail_x[0])
-                                       angle=0;
-                               if(!is_rail_x[1])
-                                       angle=180;
-                               if(!is_rail_z[0])
-                                       angle=90;
-                               if(!is_rail_z[1])
-                                       angle=270;
-                       }
-
-                       if(angle != 0) {
-                               for(u16 i=0; i<4; i++)
-                                       vertices[i].Pos.rotateXZBy(angle);
-                       }
-
-                       for(s32 i=0; i<4; i++)
-                       {
-                               vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
-                       }
-
-                       u16 indices[] = {0,1,2,2,3,0};
-                       collector.append(material_rail, vertices, 4, indices, 6);
-               }
-
-       }
-
-       /*
-               Add stuff from collector to mesh
-       */
-       
-       scene::SMesh *mesh_new = NULL;
-       mesh_new = new scene::SMesh();
-       
-       collector.fillMesh(mesh_new);
 
 
-       /*
-               Do some stuff to the mesh
-       */
-
-       mesh_new->recalculateBoundingBox();
-
-       /*
-               Delete new mesh if it is empty
-       */
-
-       if(mesh_new->getMeshBufferCount() == 0)
-       {
-               mesh_new->drop();
-               mesh_new = NULL;
-       }
-
-       if(mesh_new)
-       {
-#if 0
-               // Usually 1-700 faces and 1-7 materials
-               std::cout<<"Updated MapBlock has "<<fastfaces_new.size()<<" faces "
-                               <<"and uses "<<mesh_new->getMeshBufferCount()
-                               <<" materials (meshbuffers)"<<std::endl;
+#include <sstream>
+#include "map.h"
+#include "light.h"
+#include "nodedef.h"
+#include "nodemetadata.h"
+#include "gamedef.h"
+#include "log.h"
+#include "nameidmapping.h"
+#include "content_mapnode.h" // For legacy name-id mapping
+#include "content_nodemeta.h" // For legacy deserialization
+#include "serialization.h"
+#ifndef SERVER
+#include "mapblock_mesh.h"
 #endif
 #endif
+#include "util/string.h"
+#include "util/serialize.h"
 
 
-               // Use VBO for mesh (this just would set this for ever buffer)
-               // This will lead to infinite memory usage because or irrlicht.
-               //mesh_new->setHardwareMappingHint(scene::EHM_STATIC);
-
-               /*
-                       NOTE: If that is enabled, some kind of a queue to the main
-                       thread should be made which would call irrlicht to delete
-                       the hardware buffer and then delete the mesh
-               */
-       }
-
-       return mesh_new;
-       
-       //std::cout<<"added "<<fastfaces.getSize()<<" faces."<<std::endl;
-}
-
-#endif // !SERVER
+#define PP(x) "("<<(x).X<<","<<(x).Y<<","<<(x).Z<<")"
 
 /*
        MapBlock
 */
 
 
 /*
        MapBlock
 */
 
-MapBlock::MapBlock(NodeContainer *parent, v3s16 pos, bool dummy):
+MapBlock::MapBlock(Map *parent, v3s16 pos, IGameDef *gamedef, bool dummy):
                m_parent(parent),
                m_pos(pos),
                m_parent(parent),
                m_pos(pos),
-               changed(true),
+               m_gamedef(gamedef),
+               m_modified(MOD_STATE_WRITE_NEEDED),
+               m_modified_reason("initial"),
+               m_modified_reason_too_long(false),
                is_underground(false),
                m_lighting_expired(true),
                m_day_night_differs(false),
                is_underground(false),
                m_lighting_expired(true),
                m_day_night_differs(false),
-               //m_not_fully_generated(false),
-               m_objects(this),
-               m_timestamp(BLOCK_TIMESTAMP_UNDEFINED)
+               m_day_night_differs_expired(true),
+               m_generated(false),
+               m_timestamp(BLOCK_TIMESTAMP_UNDEFINED),
+               m_disk_timestamp(BLOCK_TIMESTAMP_UNDEFINED),
+               m_usage_timer(0),
+               m_refcount(0)
 {
        data = NULL;
        if(dummy == false)
                reallocate();
 {
        data = NULL;
        if(dummy == false)
                reallocate();
-       
-       //m_spawn_timer = -10000;
 
 #ifndef SERVER
 
 #ifndef SERVER
-       m_mesh_expired = false;
-       mesh_mutex.Init();
        mesh = NULL;
        mesh = NULL;
-       m_temp_mods_mutex.Init();
 #endif
 }
 
 #endif
 }
 
@@ -1864,11 +72,11 @@ MapBlock::~MapBlock()
 {
 #ifndef SERVER
        {
 {
 #ifndef SERVER
        {
-               JMutexAutoLock lock(mesh_mutex);
-               
+               //JMutexAutoLock lock(mesh_mutex);
+
                if(mesh)
                {
                if(mesh)
                {
-                       mesh->drop();
+                       delete mesh;
                        mesh = NULL;
                }
        }
                        mesh = NULL;
                }
        }
@@ -1889,132 +97,25 @@ bool MapBlock::isValidPositionParent(v3s16 p)
        }
 }
 
        }
 }
 
-MapNode MapBlock::getNodeParent(v3s16 p)
-{
-       if(isValidPosition(p) == false)
-       {
-               return m_parent->getNode(getPosRelative() + p);
-       }
-       else
-       {
-               if(data == NULL)
-                       throw InvalidPositionException();
-               return data[p.Z*MAP_BLOCKSIZE*MAP_BLOCKSIZE + p.Y*MAP_BLOCKSIZE + p.X];
-       }
-}
-
-void MapBlock::setNodeParent(v3s16 p, MapNode & n)
-{
-       if(isValidPosition(p) == false)
-       {
-               m_parent->setNode(getPosRelative() + p, n);
-       }
-       else
-       {
-               if(data == NULL)
-                       throw InvalidPositionException();
-               data[p.Z*MAP_BLOCKSIZE*MAP_BLOCKSIZE + p.Y*MAP_BLOCKSIZE + p.X] = n;
-       }
-}
-
-MapNode MapBlock::getNodeParentNoEx(v3s16 p)
-{
-       if(isValidPosition(p) == false)
-       {
-               try{
-                       return m_parent->getNode(getPosRelative() + p);
-               }
-               catch(InvalidPositionException &e)
-               {
-                       return MapNode(CONTENT_IGNORE);
-               }
-       }
-       else
-       {
-               if(data == NULL)
-               {
-                       return MapNode(CONTENT_IGNORE);
-               }
-               return data[p.Z*MAP_BLOCKSIZE*MAP_BLOCKSIZE + p.Y*MAP_BLOCKSIZE + p.X];
-       }
-}
-
-#ifndef SERVER
-
-#if 1
-void MapBlock::updateMesh(u32 daynight_ratio)
-{
-#if 0
-       /*
-               DEBUG: If mesh has been generated, don't generate it again
-       */
-       {
-               JMutexAutoLock meshlock(mesh_mutex);
-               if(mesh != NULL)
-                       return;
-       }
-#endif
-
-       MeshMakeData data;
-       data.fill(daynight_ratio, this);
-       
-       scene::SMesh *mesh_new = makeMapBlockMesh(&data);
-       
-       /*
-               Replace the mesh
-       */
-
-       replaceMesh(mesh_new);
-
-}
-#endif
-
-void MapBlock::replaceMesh(scene::SMesh *mesh_new)
+MapNode MapBlock::getNodeParent(v3s16 p, bool *is_valid_position)
 {
 {
-       mesh_mutex.Lock();
-
-       //scene::SMesh *mesh_old = mesh[daynight_i];
-       //mesh[daynight_i] = mesh_new;
-
-       scene::SMesh *mesh_old = mesh;
-       mesh = mesh_new;
-       setMeshExpired(false);
-       
-       if(mesh_old != NULL)
-       {
-               // Remove hardware buffers of meshbuffers of mesh
-               // NOTE: No way, this runs in a different thread and everything
-               /*u32 c = mesh_old->getMeshBufferCount();
-               for(u32 i=0; i<c; i++)
-               {
-                       IMeshBuffer *buf = mesh_old->getMeshBuffer(i);
-               }*/
-               
-               /*dstream<<"mesh_old->getReferenceCount()="
-                               <<mesh_old->getReferenceCount()<<std::endl;
-               u32 c = mesh_old->getMeshBufferCount();
-               for(u32 i=0; i<c; i++)
-               {
-                       scene::IMeshBuffer *buf = mesh_old->getMeshBuffer(i);
-                       dstream<<"buf->getReferenceCount()="
-                                       <<buf->getReferenceCount()<<std::endl;
-               }*/
+       if (isValidPosition(p) == false)
+               return m_parent->getNodeNoEx(getPosRelative() + p, is_valid_position);
 
 
-               // Drop the mesh
-               mesh_old->drop();
-
-               //delete mesh_old;
+       if (data == NULL) {
+               if (is_valid_position)
+                       *is_valid_position = false;
+               return MapNode(CONTENT_IGNORE);
        }
        }
-
-       mesh_mutex.Unlock();
+       if (is_valid_position)
+               *is_valid_position = true;
+       return data[p.Z*MAP_BLOCKSIZE*MAP_BLOCKSIZE + p.Y*MAP_BLOCKSIZE + p.X];
 }
 }
-       
-#endif // !SERVER
 
 /*
        Propagates sunlight down through the block.
        Doesn't modify nodes that are not affected by sunlight.
 
 /*
        Propagates sunlight down through the block.
        Doesn't modify nodes that are not affected by sunlight.
-       
+
        Returns false if sunlight at bottom block is invalid.
        Returns true if sunlight at bottom block is valid.
        Returns true if bottom block doesn't exist.
        Returns false if sunlight at bottom block is invalid.
        Returns true if sunlight at bottom block is valid.
        Returns true if bottom block doesn't exist.
@@ -2025,41 +126,50 @@ void MapBlock::replaceMesh(scene::SMesh *mesh_new)
 
        All sunlighted nodes are added to light_sources.
 
 
        All sunlighted nodes are added to light_sources.
 
-       If grow_grass==true, turns sunglighted mud into grass.
-
        if remove_light==true, sets non-sunlighted nodes black.
 
        if black_air_left!=NULL, it is set to true if non-sunlighted
        air is left in block.
 */
        if remove_light==true, sets non-sunlighted nodes black.
 
        if black_air_left!=NULL, it is set to true if non-sunlighted
        air is left in block.
 */
-bool MapBlock::propagateSunlight(core::map<v3s16, bool> & light_sources,
-               bool remove_light, bool *black_air_left,
-               bool grow_grass)
+bool MapBlock::propagateSunlight(std::set<v3s16> & light_sources,
+               bool remove_light, bool *black_air_left)
 {
 {
+       INodeDefManager *nodemgr = m_gamedef->ndef();
+
        // Whether the sunlight at the top of the bottom block is valid
        bool block_below_is_valid = true;
        // Whether the sunlight at the top of the bottom block is valid
        bool block_below_is_valid = true;
-       
+
        v3s16 pos_relative = getPosRelative();
        v3s16 pos_relative = getPosRelative();
-       
+
        for(s16 x=0; x<MAP_BLOCKSIZE; x++)
        {
                for(s16 z=0; z<MAP_BLOCKSIZE; z++)
                {
 #if 1
                        bool no_sunlight = false;
        for(s16 x=0; x<MAP_BLOCKSIZE; x++)
        {
                for(s16 z=0; z<MAP_BLOCKSIZE; z++)
                {
 #if 1
                        bool no_sunlight = false;
-                       bool no_top_block = false;
+                       //bool no_top_block = false;
+
                        // Check if node above block has sunlight
                        // Check if node above block has sunlight
-                       try{
-                               MapNode n = getNodeParent(v3s16(x, MAP_BLOCKSIZE, z));
-                               if(n.getLight(LIGHTBANK_DAY) != LIGHT_SUN)
+
+                       bool is_valid_position;
+                       MapNode n = getNodeParent(v3s16(x, MAP_BLOCKSIZE, z),
+                               &is_valid_position);
+                       if (is_valid_position)
+                       {
+                               if(n.getContent() == CONTENT_IGNORE)
+                               {
+                                       // Trust heuristics
+                                       no_sunlight = is_underground;
+                               }
+                               else if(n.getLight(LIGHTBANK_DAY, m_gamedef->ndef()) != LIGHT_SUN)
                                {
                                        no_sunlight = true;
                                }
                        }
                                {
                                        no_sunlight = true;
                                }
                        }
-                       catch(InvalidPositionException &e)
+                       else
                        {
                        {
-                               no_top_block = true;
-                               
+                               //no_top_block = true;
+
                                // NOTE: This makes over-ground roofed places sunlighted
                                // Assume sunlight, unless is_underground==true
                                if(is_underground)
                                // NOTE: This makes over-ground roofed places sunlighted
                                // Assume sunlight, unless is_underground==true
                                if(is_underground)
@@ -2068,8 +178,8 @@ bool MapBlock::propagateSunlight(core::map<v3s16, bool> & light_sources,
                                }
                                else
                                {
                                }
                                else
                                {
-                                       MapNode n = getNode(v3s16(x, MAP_BLOCKSIZE-1, z));
-                                       if(n.d == CONTENT_WATER || n.d == CONTENT_WATERSOURCE)
+                                       MapNode n = getNodeNoEx(v3s16(x, MAP_BLOCKSIZE-1, z));
+                                       if(m_gamedef->ndef()->get(n).sunlight_propagates == false)
                                        {
                                                no_sunlight = true;
                                        }
                                        {
                                                no_sunlight = true;
                                        }
@@ -2101,51 +211,32 @@ bool MapBlock::propagateSunlight(core::map<v3s16, bool> & light_sources,
                                        <<", is_underground="<<is_underground
                                        <<", no_sunlight="<<no_sunlight
                                        <<std::endl;*/
                                        <<", is_underground="<<is_underground
                                        <<", no_sunlight="<<no_sunlight
                                        <<std::endl;*/
-               
+
                        s16 y = MAP_BLOCKSIZE-1;
                        s16 y = MAP_BLOCKSIZE-1;
-                       
+
                        // This makes difference to diminishing in water.
                        bool stopped_to_solid_object = false;
                        // This makes difference to diminishing in water.
                        bool stopped_to_solid_object = false;
-                       
+
                        u8 current_light = no_sunlight ? 0 : LIGHT_SUN;
 
                        for(; y >= 0; y--)
                        {
                                v3s16 pos(x, y, z);
                                MapNode &n = getNodeRef(pos);
                        u8 current_light = no_sunlight ? 0 : LIGHT_SUN;
 
                        for(; y >= 0; y--)
                        {
                                v3s16 pos(x, y, z);
                                MapNode &n = getNodeRef(pos);
-                               
+
                                if(current_light == 0)
                                {
                                        // Do nothing
                                }
                                if(current_light == 0)
                                {
                                        // Do nothing
                                }
-                               else if(current_light == LIGHT_SUN && n.sunlight_propagates())
+                               else if(current_light == LIGHT_SUN && nodemgr->get(n).sunlight_propagates)
                                {
                                        // Do nothing: Sunlight is continued
                                }
                                {
                                        // Do nothing: Sunlight is continued
                                }
-                               else if(n.light_propagates() == false)
+                               else if(nodemgr->get(n).light_propagates == false)
                                {
                                {
-                                       if(grow_grass)
-                                       {
-                                               bool upper_is_air = false;
-                                               try
-                                               {
-                                                       if(getNodeParent(pos+v3s16(0,1,0)).d == CONTENT_AIR)
-                                                               upper_is_air = true;
-                                               }
-                                               catch(InvalidPositionException &e)
-                                               {
-                                               }
-                                               // Turn mud into grass
-                                               if(upper_is_air && n.d == CONTENT_MUD
-                                                               && current_light == LIGHT_SUN)
-                                               {
-                                                       n.d = CONTENT_GRASS;
-                                               }
-                                       }
-
                                        // A solid object is on the way.
                                        stopped_to_solid_object = true;
                                        // A solid object is on the way.
                                        stopped_to_solid_object = true;
-                                       
+
                                        // Light stops.
                                        current_light = 0;
                                }
                                        // Light stops.
                                        current_light = 0;
                                }
@@ -2155,16 +246,16 @@ bool MapBlock::propagateSunlight(core::map<v3s16, bool> & light_sources,
                                        current_light = diminish_light(current_light);
                                }
 
                                        current_light = diminish_light(current_light);
                                }
 
-                               u8 old_light = n.getLight(LIGHTBANK_DAY);
+                               u8 old_light = n.getLight(LIGHTBANK_DAY, nodemgr);
 
                                if(current_light > old_light || remove_light)
                                {
 
                                if(current_light > old_light || remove_light)
                                {
-                                       n.setLight(LIGHTBANK_DAY, current_light);
+                                       n.setLight(LIGHTBANK_DAY, current_light, nodemgr);
                                }
                                }
-                               
+
                                if(diminish_light(current_light) != 0)
                                {
                                if(diminish_light(current_light) != 0)
                                {
-                                       light_sources.insert(pos_relative + pos, true);
+                                       light_sources.insert(pos_relative + pos);
                                }
 
                                if(current_light == 0 && stopped_to_solid_object)
                                }
 
                                if(current_light == 0 && stopped_to_solid_object)
@@ -2184,30 +275,30 @@ bool MapBlock::propagateSunlight(core::map<v3s16, bool> & light_sources,
 
                                Check if the node below the block has proper sunlight at top.
                                If not, the block below is invalid.
 
                                Check if the node below the block has proper sunlight at top.
                                If not, the block below is invalid.
-                               
+
                                Ignore non-transparent nodes as they always have no light
                        */
                                Ignore non-transparent nodes as they always have no light
                        */
-                       try
-                       {
+
                        if(block_below_is_valid)
                        {
                        if(block_below_is_valid)
                        {
-                               MapNode n = getNodeParent(v3s16(x, -1, z));
-                               if(n.light_propagates())
+                               MapNode n = getNodeParent(v3s16(x, -1, z), &is_valid_position);
+                               if (is_valid_position) {
+                                       if(nodemgr->get(n).light_propagates)
+                                       {
+                                               if(n.getLight(LIGHTBANK_DAY, nodemgr) == LIGHT_SUN
+                                                               && sunlight_should_go_down == false)
+                                                       block_below_is_valid = false;
+                                               else if(n.getLight(LIGHTBANK_DAY, nodemgr) != LIGHT_SUN
+                                                               && sunlight_should_go_down == true)
+                                                       block_below_is_valid = false;
+                                       }
+                               }
+                               else
                                {
                                {
-                                       if(n.getLight(LIGHTBANK_DAY) == LIGHT_SUN
-                                                       && sunlight_should_go_down == false)
-                                               block_below_is_valid = false;
-                                       else if(n.getLight(LIGHTBANK_DAY) != LIGHT_SUN
-                                                       && sunlight_should_go_down == true)
-                                               block_below_is_valid = false;
+                                       /*std::cout<<"InvalidBlockException for bottom block node"
+                                                       <<std::endl;*/
+                                       // Just no block below, no need to panic.
                                }
                                }
-                       }//if
-                       }//try
-                       catch(InvalidPositionException &e)
-                       {
-                               /*std::cout<<"InvalidBlockException for bottom block node"
-                                               <<std::endl;*/
-                               // Just no block below, no need to panic.
                        }
                }
        }
                        }
                }
        }
@@ -2220,7 +311,7 @@ void MapBlock::copyTo(VoxelManipulator &dst)
 {
        v3s16 data_size(MAP_BLOCKSIZE, MAP_BLOCKSIZE, MAP_BLOCKSIZE);
        VoxelArea data_area(v3s16(0,0,0), data_size - v3s16(1,1,1));
 {
        v3s16 data_size(MAP_BLOCKSIZE, MAP_BLOCKSIZE, MAP_BLOCKSIZE);
        VoxelArea data_area(v3s16(0,0,0), data_size - v3s16(1,1,1));
-       
+
        // Copy from data to VoxelManipulator
        dst.copyFrom(data, data_area, v3s16(0,0,0),
                        getPosRelative(), data_size);
        // Copy from data to VoxelManipulator
        dst.copyFrom(data, data_area, v3s16(0,0,0),
                        getPosRelative(), data_size);
@@ -2230,63 +321,51 @@ void MapBlock::copyFrom(VoxelManipulator &dst)
 {
        v3s16 data_size(MAP_BLOCKSIZE, MAP_BLOCKSIZE, MAP_BLOCKSIZE);
        VoxelArea data_area(v3s16(0,0,0), data_size - v3s16(1,1,1));
 {
        v3s16 data_size(MAP_BLOCKSIZE, MAP_BLOCKSIZE, MAP_BLOCKSIZE);
        VoxelArea data_area(v3s16(0,0,0), data_size - v3s16(1,1,1));
-       
+
        // Copy from VoxelManipulator to data
        dst.copyTo(data, data_area, v3s16(0,0,0),
                        getPosRelative(), data_size);
 }
 
        // Copy from VoxelManipulator to data
        dst.copyTo(data, data_area, v3s16(0,0,0),
                        getPosRelative(), data_size);
 }
 
-void MapBlock::stepObjects(float dtime, bool server, u32 daynight_ratio)
+void MapBlock::actuallyUpdateDayNightDiff()
 {
 {
-       /*
-               Step objects
-       */
-       m_objects.step(dtime, server, daynight_ratio);
-
-       setChangedFlag();
-}
+       INodeDefManager *nodemgr = m_gamedef->ndef();
 
 
+       // Running this function un-expires m_day_night_differs
+       m_day_night_differs_expired = false;
 
 
-void MapBlock::updateDayNightDiff()
-{
-       if(data == NULL)
-       {
+       if (data == NULL) {
                m_day_night_differs = false;
                return;
        }
 
                m_day_night_differs = false;
                return;
        }
 
-       bool differs = false;
+       bool differs;
 
        /*
                Check if any lighting value differs
        */
 
        /*
                Check if any lighting value differs
        */
-       for(u32 i=0; i<MAP_BLOCKSIZE*MAP_BLOCKSIZE*MAP_BLOCKSIZE; i++)
-       {
+       for (u32 i = 0; i < MAP_BLOCKSIZE*MAP_BLOCKSIZE*MAP_BLOCKSIZE; i++) {
                MapNode &n = data[i];
                MapNode &n = data[i];
-               if(n.getLight(LIGHTBANK_DAY) != n.getLight(LIGHTBANK_NIGHT))
-               {
-                       differs = true;
+
+               differs = !n.isLightDayNightEq(nodemgr);
+               if (differs)
                        break;
                        break;
-               }
        }
 
        /*
                If some lighting values differ, check if the whole thing is
        }
 
        /*
                If some lighting values differ, check if the whole thing is
-               just air. If it is, differ = false
+               just air. If it is just air, differs = false
        */
        */
-       if(differs)
-       {
+       if (differs) {
                bool only_air = true;
                bool only_air = true;
-               for(u32 i=0; i<MAP_BLOCKSIZE*MAP_BLOCKSIZE*MAP_BLOCKSIZE; i++)
-               {
+               for (u32 i = 0; i < MAP_BLOCKSIZE*MAP_BLOCKSIZE*MAP_BLOCKSIZE; i++) {
                        MapNode &n = data[i];
                        MapNode &n = data[i];
-                       if(n.d != CONTENT_AIR)
-                       {
+                       if (n.getContent() != CONTENT_AIR) {
                                only_air = false;
                                break;
                        }
                }
                                only_air = false;
                                break;
                        }
                }
-               if(only_air)
+               if (only_air)
                        differs = false;
        }
 
                        differs = false;
        }
 
@@ -2294,6 +373,19 @@ void MapBlock::updateDayNightDiff()
        m_day_night_differs = differs;
 }
 
        m_day_night_differs = differs;
 }
 
+void MapBlock::expireDayNightDiff()
+{
+       //INodeDefManager *nodemgr = m_gamedef->ndef();
+
+       if(data == NULL){
+               m_day_night_differs = false;
+               m_day_night_differs_expired = false;
+               return;
+       }
+
+       m_day_night_differs_expired = true;
+}
+
 s16 MapBlock::getGroundLevel(v2s16 p2d)
 {
        if(isDummy())
 s16 MapBlock::getGroundLevel(v2s16 p2d)
 {
        if(isDummy())
@@ -2303,8 +395,8 @@ s16 MapBlock::getGroundLevel(v2s16 p2d)
                s16 y = MAP_BLOCKSIZE-1;
                for(; y>=0; y--)
                {
                s16 y = MAP_BLOCKSIZE-1;
                for(; y>=0; y--)
                {
-                       //if(is_ground_content(getNodeRef(p2d.X, y, p2d.Y).d))
-                       if(content_features(getNodeRef(p2d.X, y, p2d.Y).d).walkable)
+                       MapNode n = getNodeRef(p2d.X, y, p2d.Y);
+                       if(m_gamedef->ndef()->get(n).walkable)
                        {
                                if(y == MAP_BLOCKSIZE-1)
                                        return -2;
                        {
                                if(y == MAP_BLOCKSIZE-1)
                                        return -2;
@@ -2323,184 +415,361 @@ s16 MapBlock::getGroundLevel(v2s16 p2d)
 /*
        Serialization
 */
 /*
        Serialization
 */
+// List relevant id-name pairs for ids in the block using nodedef
+// Renumbers the content IDs (starting at 0 and incrementing
+// use static memory requires about 65535 * sizeof(int) ram in order to be
+// sure we can handle all content ids. But it's absolutely worth it as it's
+// a speedup of 4 for one of the major time consuming functions on storing
+// mapblocks.
+static content_t getBlockNodeIdMapping_mapping[USHRT_MAX];
+static void getBlockNodeIdMapping(NameIdMapping *nimap, MapNode *nodes,
+               INodeDefManager *nodedef)
+{
+       memset(getBlockNodeIdMapping_mapping, 0xFF, USHRT_MAX * sizeof(content_t));
+
+       std::set<content_t> unknown_contents;
+       content_t id_counter = 0;
+       for(u32 i=0; i<MAP_BLOCKSIZE*MAP_BLOCKSIZE*MAP_BLOCKSIZE; i++)
+       {
+               content_t global_id = nodes[i].getContent();
+               content_t id = CONTENT_IGNORE;
+
+               // Try to find an existing mapping
+               if (getBlockNodeIdMapping_mapping[global_id] != 0xFFFF) {
+                       id = getBlockNodeIdMapping_mapping[global_id];
+               }
+               else
+               {
+                       // We have to assign a new mapping
+                       id = id_counter++;
+                       getBlockNodeIdMapping_mapping[global_id] = id;
+
+                       const ContentFeatures &f = nodedef->get(global_id);
+                       const std::string &name = f.name;
+                       if(name == "")
+                               unknown_contents.insert(global_id);
+                       else
+                               nimap->set(id, name);
+               }
+
+               // Update the MapNode
+               nodes[i].setContent(id);
+       }
+       for(std::set<content_t>::const_iterator
+                       i = unknown_contents.begin();
+                       i != unknown_contents.end(); i++){
+               errorstream<<"getBlockNodeIdMapping(): IGNORING ERROR: "
+                               <<"Name for node id "<<(*i)<<" not known"<<std::endl;
+       }
+}
+// Correct ids in the block to match nodedef based on names.
+// Unknown ones are added to nodedef.
+// Will not update itself to match id-name pairs in nodedef.
+static void correctBlockNodeIds(const NameIdMapping *nimap, MapNode *nodes,
+               IGameDef *gamedef)
+{
+       INodeDefManager *nodedef = gamedef->ndef();
+       // This means the block contains incorrect ids, and we contain
+       // the information to convert those to names.
+       // nodedef contains information to convert our names to globally
+       // correct ids.
+       std::set<content_t> unnamed_contents;
+       std::set<std::string> unallocatable_contents;
+       for(u32 i=0; i<MAP_BLOCKSIZE*MAP_BLOCKSIZE*MAP_BLOCKSIZE; i++)
+       {
+               content_t local_id = nodes[i].getContent();
+               std::string name;
+               bool found = nimap->getName(local_id, name);
+               if(!found){
+                       unnamed_contents.insert(local_id);
+                       continue;
+               }
+               content_t global_id;
+               found = nodedef->getId(name, global_id);
+               if(!found){
+                       global_id = gamedef->allocateUnknownNodeId(name);
+                       if(global_id == CONTENT_IGNORE){
+                               unallocatable_contents.insert(name);
+                               continue;
+                       }
+               }
+               nodes[i].setContent(global_id);
+       }
+       for(std::set<content_t>::const_iterator
+                       i = unnamed_contents.begin();
+                       i != unnamed_contents.end(); i++){
+               errorstream<<"correctBlockNodeIds(): IGNORING ERROR: "
+                               <<"Block contains id "<<(*i)
+                               <<" with no name mapping"<<std::endl;
+       }
+       for(std::set<std::string>::const_iterator
+                       i = unallocatable_contents.begin();
+                       i != unallocatable_contents.end(); i++){
+               errorstream<<"correctBlockNodeIds(): IGNORING ERROR: "
+                               <<"Could not allocate global id for node name \""
+                               <<(*i)<<"\""<<std::endl;
+       }
+}
 
 
-void MapBlock::serialize(std::ostream &os, u8 version)
+void MapBlock::serialize(std::ostream &os, u8 version, bool disk)
 {
        if(!ser_ver_supported(version))
                throw VersionMismatchException("ERROR: MapBlock format not supported");
 {
        if(!ser_ver_supported(version))
                throw VersionMismatchException("ERROR: MapBlock format not supported");
-       
+
        if(data == NULL)
        {
                throw SerializationError("ERROR: Not writing dummy block.");
        }
        if(data == NULL)
        {
                throw SerializationError("ERROR: Not writing dummy block.");
        }
-       
-       // These have no compression
-       if(version <= 3 || version == 5 || version == 6)
-       {
-               u32 nodecount = MAP_BLOCKSIZE*MAP_BLOCKSIZE*MAP_BLOCKSIZE;
-               
-               u32 buflen = 1 + nodecount * MapNode::serializedLength(version);
-               SharedBuffer<u8> dest(buflen);
 
 
-               dest[0] = is_underground;
+       FATAL_ERROR_IF(version < SER_FMT_CLIENT_VER_LOWEST, "Serialize version error");
+
+       // First byte
+       u8 flags = 0;
+       if(is_underground)
+               flags |= 0x01;
+       if(getDayNightDiff())
+               flags |= 0x02;
+       if(m_lighting_expired)
+               flags |= 0x04;
+       if(m_generated == false)
+               flags |= 0x08;
+       writeU8(os, flags);
+
+       /*
+               Bulk node data
+       */
+       NameIdMapping nimap;
+       u32 nodecount = MAP_BLOCKSIZE*MAP_BLOCKSIZE*MAP_BLOCKSIZE;
+       if(disk)
+       {
+               MapNode *tmp_nodes = new MapNode[nodecount];
                for(u32 i=0; i<nodecount; i++)
                for(u32 i=0; i<nodecount; i++)
-               {
-                       u32 s = 1 + i * MapNode::serializedLength(version);
-                       data[i].serialize(&dest[s], version);
-               }
-               
-               os.write((char*)*dest, dest.getSize());
+                       tmp_nodes[i] = data[i];
+               getBlockNodeIdMapping(&nimap, tmp_nodes, m_gamedef->ndef());
+
+               u8 content_width = 2;
+               u8 params_width = 2;
+               writeU8(os, content_width);
+               writeU8(os, params_width);
+               MapNode::serializeBulk(os, version, tmp_nodes, nodecount,
+                               content_width, params_width, true);
+               delete[] tmp_nodes;
        }
        }
-       else if(version <= 10)
+       else
        {
        {
-               /*
-                       With compression.
-                       Compress the materials and the params separately.
-               */
-               
-               // First byte
-               os.write((char*)&is_underground, 1);
+               u8 content_width = 2;
+               u8 params_width = 2;
+               writeU8(os, content_width);
+               writeU8(os, params_width);
+               MapNode::serializeBulk(os, version, data, nodecount,
+                               content_width, params_width, true);
+       }
 
 
-               u32 nodecount = MAP_BLOCKSIZE*MAP_BLOCKSIZE*MAP_BLOCKSIZE;
+       /*
+               Node metadata
+       */
+       std::ostringstream oss(std::ios_base::binary);
+       m_node_metadata.serialize(oss);
+       compressZlib(oss.str(), os);
 
 
-               // Get and compress materials
-               SharedBuffer<u8> materialdata(nodecount);
-               for(u32 i=0; i<nodecount; i++)
-               {
-                       materialdata[i] = data[i].d;
+       /*
+               Data that goes to disk, but not the network
+       */
+       if(disk)
+       {
+               if(version <= 24){
+                       // Node timers
+                       m_node_timers.serialize(os, version);
                }
                }
-               compress(materialdata, os, version);
 
 
-               // Get and compress lights
-               SharedBuffer<u8> lightdata(nodecount);
-               for(u32 i=0; i<nodecount; i++)
-               {
-                       lightdata[i] = data[i].param;
-               }
-               compress(lightdata, os, version);
-               
-               if(version >= 10)
-               {
-                       // Get and compress param2
-                       SharedBuffer<u8> param2data(nodecount);
-                       for(u32 i=0; i<nodecount; i++)
-                       {
-                               param2data[i] = data[i].param2;
-                       }
-                       compress(param2data, os, version);
+               // Static objects
+               m_static_objects.serialize(os);
+
+               // Timestamp
+               writeU32(os, getTimestamp());
+
+               // Write block-specific node definition id mapping
+               nimap.serialize(os);
+
+               if(version >= 25){
+                       // Node timers
+                       m_node_timers.serialize(os, version);
                }
        }
                }
        }
-       // All other versions (newest)
-       else
+}
+
+void MapBlock::serializeNetworkSpecific(std::ostream &os, u16 net_proto_version)
+{
+       if(data == NULL)
        {
        {
-               // First byte
-               u8 flags = 0;
-               if(is_underground)
-                       flags |= 0x01;
-               if(m_day_night_differs)
-                       flags |= 0x02;
-               if(m_lighting_expired)
-                       flags |= 0x04;
-               os.write((char*)&flags, 1);
-
-               u32 nodecount = MAP_BLOCKSIZE*MAP_BLOCKSIZE*MAP_BLOCKSIZE;
+               throw SerializationError("ERROR: Not writing dummy block.");
+       }
 
 
-               /*
-                       Get data
-               */
+       if(net_proto_version >= 21){
+               int version = 1;
+               writeU8(os, version);
+               writeF1000(os, 0); // deprecated heat
+               writeF1000(os, 0); // deprecated humidity
+       }
+}
 
 
-               SharedBuffer<u8> databuf(nodecount*3);
+void MapBlock::deSerialize(std::istream &is, u8 version, bool disk)
+{
+       if(!ser_ver_supported(version))
+               throw VersionMismatchException("ERROR: MapBlock format not supported");
 
 
-               // Get contents
-               for(u32 i=0; i<nodecount; i++)
-               {
-                       databuf[i] = data[i].d;
-               }
+       TRACESTREAM(<<"MapBlock::deSerialize "<<PP(getPos())<<std::endl);
 
 
-               // Get params
-               for(u32 i=0; i<nodecount; i++)
-               {
-                       databuf[i+nodecount] = data[i].param;
-               }
+       m_day_night_differs_expired = false;
 
 
-               // Get param2
-               for(u32 i=0; i<nodecount; i++)
-               {
-                       databuf[i+nodecount*2] = data[i].param2;
+       if(version <= 21)
+       {
+               deSerialize_pre22(is, version, disk);
+               return;
+       }
+
+       u8 flags = readU8(is);
+       is_underground = (flags & 0x01) ? true : false;
+       m_day_night_differs = (flags & 0x02) ? true : false;
+       m_lighting_expired = (flags & 0x04) ? true : false;
+       m_generated = (flags & 0x08) ? false : true;
+
+       /*
+               Bulk node data
+       */
+       TRACESTREAM(<<"MapBlock::deSerialize "<<PP(getPos())
+                       <<": Bulk node data"<<std::endl);
+       u32 nodecount = MAP_BLOCKSIZE*MAP_BLOCKSIZE*MAP_BLOCKSIZE;
+       u8 content_width = readU8(is);
+       u8 params_width = readU8(is);
+       if(content_width != 1 && content_width != 2)
+               throw SerializationError("MapBlock::deSerialize(): invalid content_width");
+       if(params_width != 2)
+               throw SerializationError("MapBlock::deSerialize(): invalid params_width");
+       MapNode::deSerializeBulk(is, version, data, nodecount,
+                       content_width, params_width, true);
+
+       /*
+               NodeMetadata
+       */
+       TRACESTREAM(<<"MapBlock::deSerialize "<<PP(getPos())
+                       <<": Node metadata"<<std::endl);
+       // Ignore errors
+       try{
+               std::ostringstream oss(std::ios_base::binary);
+               decompressZlib(is, oss);
+               std::istringstream iss(oss.str(), std::ios_base::binary);
+               if(version >= 23)
+                       m_node_metadata.deSerialize(iss, m_gamedef);
+               else
+                       content_nodemeta_deserialize_legacy(iss,
+                                       &m_node_metadata, &m_node_timers,
+                                       m_gamedef);
+       }
+       catch(SerializationError &e)
+       {
+               errorstream<<"WARNING: MapBlock::deSerialize(): Ignoring an error"
+                               <<" while deserializing node metadata at ("
+                               <<PP(getPos())<<": "<<e.what()<<std::endl;
+       }
+
+       /*
+               Data that is only on disk
+       */
+       if(disk)
+       {
+               // Node timers
+               if(version == 23){
+                       // Read unused zero
+                       readU8(is);
+               }
+               if(version == 24){
+                       TRACESTREAM(<<"MapBlock::deSerialize "<<PP(getPos())
+                                       <<": Node timers (ver==24)"<<std::endl);
+                       m_node_timers.deSerialize(is, version);
                }
 
                }
 
-               /*
-                       Compress data to output stream
-               */
+               // Static objects
+               TRACESTREAM(<<"MapBlock::deSerialize "<<PP(getPos())
+                               <<": Static objects"<<std::endl);
+               m_static_objects.deSerialize(is);
 
 
-               compress(databuf, os, version);
-               
-               /*
-                       NodeMetadata
-               */
-               if(version >= 14)
-               {
-                       if(version <= 15)
-                       {
-                               try{
-                                       std::ostringstream oss(std::ios_base::binary);
-                                       m_node_metadata.serialize(oss);
-                                       os<<serializeString(oss.str());
-                               }
-                               // This will happen if the string is longer than 65535
-                               catch(SerializationError &e)
-                               {
-                                       // Use an empty string
-                                       os<<serializeString("");
-                               }
-                       }
-                       else
-                       {
-                               std::ostringstream oss(std::ios_base::binary);
-                               m_node_metadata.serialize(oss);
-                               compressZlib(oss.str(), os);
-                               //os<<serializeLongString(oss.str());
-                       }
+               // Timestamp
+               TRACESTREAM(<<"MapBlock::deSerialize "<<PP(getPos())
+                               <<": Timestamp"<<std::endl);
+               setTimestamp(readU32(is));
+               m_disk_timestamp = m_timestamp;
+
+               // Dynamically re-set ids based on node names
+               TRACESTREAM(<<"MapBlock::deSerialize "<<PP(getPos())
+                               <<": NameIdMapping"<<std::endl);
+               NameIdMapping nimap;
+               nimap.deSerialize(is);
+               correctBlockNodeIds(&nimap, data, m_gamedef);
+
+               if(version >= 25){
+                       TRACESTREAM(<<"MapBlock::deSerialize "<<PP(getPos())
+                                       <<": Node timers (ver>=25)"<<std::endl);
+                       m_node_timers.deSerialize(is, version);
                }
        }
                }
        }
+
+       TRACESTREAM(<<"MapBlock::deSerialize "<<PP(getPos())
+                       <<": Done."<<std::endl);
 }
 
 }
 
-void MapBlock::deSerialize(std::istream &is, u8 version)
+void MapBlock::deSerializeNetworkSpecific(std::istream &is)
 {
 {
-       if(!ser_ver_supported(version))
-               throw VersionMismatchException("ERROR: MapBlock format not supported");
-
-       // These have no lighting info
-       if(version <= 1)
+       try {
+               int version = readU8(is);
+               //if(version != 1)
+               //      throw SerializationError("unsupported MapBlock version");
+               if(version >= 1) {
+                       readF1000(is); // deprecated heat
+                       readF1000(is); // deprecated humidity
+               }
+       }
+       catch(SerializationError &e)
        {
        {
-               setLightingExpired(true);
+               errorstream<<"WARNING: MapBlock::deSerializeNetworkSpecific(): Ignoring an error"
+                               <<": "<<e.what()<<std::endl;
        }
        }
+}
+
+/*
+       Legacy serialization
+*/
+
+void MapBlock::deSerialize_pre22(std::istream &is, u8 version, bool disk)
+{
+       u32 nodecount = MAP_BLOCKSIZE*MAP_BLOCKSIZE*MAP_BLOCKSIZE;
+
+       // Initialize default flags
+       is_underground = false;
+       m_day_night_differs = false;
+       m_lighting_expired = false;
+       m_generated = true;
+
+       // Make a temporary buffer
+       u32 ser_length = MapNode::serializedLength(version);
+       SharedBuffer<u8> databuf_nodelist(nodecount * ser_length);
 
        // These have no compression
        if(version <= 3 || version == 5 || version == 6)
        {
 
        // These have no compression
        if(version <= 3 || version == 5 || version == 6)
        {
-               u32 nodecount = MAP_BLOCKSIZE*MAP_BLOCKSIZE*MAP_BLOCKSIZE;
                char tmp;
                is.read(&tmp, 1);
                if(is.gcount() != 1)
                        throw SerializationError
                                        ("MapBlock::deSerialize: no enough input data");
                is_underground = tmp;
                char tmp;
                is.read(&tmp, 1);
                if(is.gcount() != 1)
                        throw SerializationError
                                        ("MapBlock::deSerialize: no enough input data");
                is_underground = tmp;
-               for(u32 i=0; i<nodecount; i++)
-               {
-                       s32 len = MapNode::serializedLength(version);
-                       SharedBuffer<u8> d(len);
-                       is.read((char*)*d, len);
-                       if(is.gcount() != len)
-                               throw SerializationError
-                                               ("MapBlock::deSerialize: no enough input data");
-                       data[i].deSerialize(*d, version);
-               }
+               is.read((char*)*databuf_nodelist, nodecount * ser_length);
+               if((u32)is.gcount() != nodecount * ser_length)
+                       throw SerializationError
+                                       ("MapBlock::deSerialize: no enough input data");
        }
        else if(version <= 10)
        {
        }
        else if(version <= 10)
        {
-               u32 nodecount = MAP_BLOCKSIZE*MAP_BLOCKSIZE*MAP_BLOCKSIZE;
-
                u8 t8;
                is.read((char*)&t8, 1);
                is_underground = t8;
                u8 t8;
                is.read((char*)&t8, 1);
                is_underground = t8;
@@ -2515,7 +784,7 @@ void MapBlock::deSerialize(std::istream &is, u8 version)
                                                ("MapBlock::deSerialize: invalid format");
                        for(u32 i=0; i<s.size(); i++)
                        {
                                                ("MapBlock::deSerialize: invalid format");
                        for(u32 i=0; i<s.size(); i++)
                        {
-                               data[i].d = s[i];
+                               databuf_nodelist[i*ser_length] = s[i];
                        }
                }
                {
                        }
                }
                {
@@ -2528,10 +797,10 @@ void MapBlock::deSerialize(std::istream &is, u8 version)
                                                ("MapBlock::deSerialize: invalid format");
                        for(u32 i=0; i<s.size(); i++)
                        {
                                                ("MapBlock::deSerialize: invalid format");
                        for(u32 i=0; i<s.size(); i++)
                        {
-                               data[i].param = s[i];
+                               databuf_nodelist[i*ser_length + 1] = s[i];
                        }
                }
                        }
                }
-       
+
                if(version >= 10)
                {
                        // Uncompress and set param2 data
                if(version >= 10)
                {
                        // Uncompress and set param2 data
@@ -2543,20 +812,20 @@ void MapBlock::deSerialize(std::istream &is, u8 version)
                                                ("MapBlock::deSerialize: invalid format");
                        for(u32 i=0; i<s.size(); i++)
                        {
                                                ("MapBlock::deSerialize: invalid format");
                        for(u32 i=0; i<s.size(); i++)
                        {
-                               data[i].param2 = s[i];
+                               databuf_nodelist[i*ser_length + 2] = s[i];
                        }
                }
        }
        // All other versions (newest)
        else
        {
                        }
                }
        }
        // All other versions (newest)
        else
        {
-               u32 nodecount = MAP_BLOCKSIZE*MAP_BLOCKSIZE*MAP_BLOCKSIZE;
-
                u8 flags;
                is.read((char*)&flags, 1);
                is_underground = (flags & 0x01) ? true : false;
                m_day_night_differs = (flags & 0x02) ? true : false;
                m_lighting_expired = (flags & 0x04) ? true : false;
                u8 flags;
                is.read((char*)&flags, 1);
                is_underground = (flags & 0x01) ? true : false;
                m_day_night_differs = (flags & 0x02) ? true : false;
                m_lighting_expired = (flags & 0x04) ? true : false;
+               if(version >= 18)
+                       m_generated = (flags & 0x08) ? false : true;
 
                // Uncompress data
                std::ostringstream os(std::ios_base::binary);
 
                // Uncompress data
                std::ostringstream os(std::ios_base::binary);
@@ -2564,24 +833,17 @@ void MapBlock::deSerialize(std::istream &is, u8 version)
                std::string s = os.str();
                if(s.size() != nodecount*3)
                        throw SerializationError
                std::string s = os.str();
                if(s.size() != nodecount*3)
                        throw SerializationError
-                                       ("MapBlock::deSerialize: invalid format");
+                                       ("MapBlock::deSerialize: decompress resulted in size"
+                                       " other than nodecount*3");
 
 
-               // Set contents
+               // deserialize nodes from buffer
                for(u32 i=0; i<nodecount; i++)
                {
                for(u32 i=0; i<nodecount; i++)
                {
-                       data[i].d = s[i];
+                       databuf_nodelist[i*ser_length] = s[i];
+                       databuf_nodelist[i*ser_length + 1] = s[i+nodecount];
+                       databuf_nodelist[i*ser_length + 2] = s[i+nodecount*2];
                }
                }
-               // Set params
-               for(u32 i=0; i<nodecount; i++)
-               {
-                       data[i].param = s[i+nodecount];
-               }
-               // Set param2
-               for(u32 i=0; i<nodecount; i++)
-               {
-                       data[i].param2 = s[i+nodecount*2];
-               }
-               
+
                /*
                        NodeMetadata
                */
                /*
                        NodeMetadata
                */
@@ -2593,7 +855,9 @@ void MapBlock::deSerialize(std::istream &is, u8 version)
                                {
                                        std::string data = deSerializeString(is);
                                        std::istringstream iss(data, std::ios_base::binary);
                                {
                                        std::string data = deSerializeString(is);
                                        std::istringstream iss(data, std::ios_base::binary);
-                                       m_node_metadata.deSerialize(iss);
+                                       content_nodemeta_deserialize_legacy(iss,
+                                                       &m_node_metadata, &m_node_timers,
+                                                       m_gamedef);
                                }
                                else
                                {
                                }
                                else
                                {
@@ -2601,85 +865,205 @@ void MapBlock::deSerialize(std::istream &is, u8 version)
                                        std::ostringstream oss(std::ios_base::binary);
                                        decompressZlib(is, oss);
                                        std::istringstream iss(oss.str(), std::ios_base::binary);
                                        std::ostringstream oss(std::ios_base::binary);
                                        decompressZlib(is, oss);
                                        std::istringstream iss(oss.str(), std::ios_base::binary);
-                                       m_node_metadata.deSerialize(iss);
+                                       content_nodemeta_deserialize_legacy(iss,
+                                                       &m_node_metadata, &m_node_timers,
+                                                       m_gamedef);
                                }
                        }
                        catch(SerializationError &e)
                        {
                                }
                        }
                        catch(SerializationError &e)
                        {
-                               dstream<<"WARNING: MapBlock::deSerialize(): Ignoring an error"
+                               errorstream<<"WARNING: MapBlock::deSerialize(): Ignoring an error"
                                                <<" while deserializing node metadata"<<std::endl;
                        }
                }
        }
                                                <<" while deserializing node metadata"<<std::endl;
                        }
                }
        }
-       
-       /*
-               Translate nodes as specified in the translate_to fields of
-               node features
 
 
-               NOTE: This isn't really used. Should it be removed?
-       */
-       for(u32 i=0; i<MAP_BLOCKSIZE*MAP_BLOCKSIZE*MAP_BLOCKSIZE; i++)
+       // Deserialize node data
+       for(u32 i=0; i<nodecount; i++)
        {
        {
-               MapNode &n = data[i];
-
-               MapNode *translate_to = content_features(n.d).translate_to;
-               if(translate_to)
-               {
-                       dstream<<"MapBlock: WARNING: Translating node "<<n.d<<" to "
-                                       <<translate_to->d<<std::endl;
-                       n = *translate_to;
-               }
+               data[i].deSerialize(&databuf_nodelist[i*ser_length], version);
        }
        }
-}
 
 
-void MapBlock::serializeDiskExtra(std::ostream &os, u8 version)
-{
-       // Versions up from 9 have block objects.
-       if(version >= 9)
+       if(disk)
        {
        {
-               serializeObjects(os, version);
-       }
-       
-       // Versions up from 15 have static objects.
-       if(version >= 15)
-       {
-               m_static_objects.serialize(os);
+               /*
+                       Versions up from 9 have block objects. (DEPRECATED)
+               */
+               if(version >= 9){
+                       u16 count = readU16(is);
+                       // Not supported and length not known if count is not 0
+                       if(count != 0){
+                               errorstream<<"WARNING: MapBlock::deSerialize_pre22(): "
+                                               <<"Ignoring stuff coming at and after MBOs"<<std::endl;
+                               return;
+                       }
+               }
+
+               /*
+                       Versions up from 15 have static objects.
+               */
+               if(version >= 15)
+                       m_static_objects.deSerialize(is);
+
+               // Timestamp
+               if(version >= 17){
+                       setTimestamp(readU32(is));
+                       m_disk_timestamp = m_timestamp;
+               } else {
+                       setTimestamp(BLOCK_TIMESTAMP_UNDEFINED);
+               }
+
+               // Dynamically re-set ids based on node names
+               NameIdMapping nimap;
+               // If supported, read node definition id mapping
+               if(version >= 21){
+                       nimap.deSerialize(is);
+               // Else set the legacy mapping
+               } else {
+                       content_mapnode_get_name_id_mapping(&nimap);
+               }
+               correctBlockNodeIds(&nimap, data, m_gamedef);
        }
 
        }
 
-       // Timestamp
-       if(version >= 17)
+
+       // Legacy data changes
+       // This code has to convert from pre-22 to post-22 format.
+       INodeDefManager *nodedef = m_gamedef->ndef();
+       for(u32 i=0; i<nodecount; i++)
        {
        {
-               writeU32(os, getTimestamp());
+               const ContentFeatures &f = nodedef->get(data[i].getContent());
+               // Mineral
+               if(nodedef->getId("default:stone") == data[i].getContent()
+                               && data[i].getParam1() == 1)
+               {
+                       data[i].setContent(nodedef->getId("default:stone_with_coal"));
+                       data[i].setParam1(0);
+               }
+               else if(nodedef->getId("default:stone") == data[i].getContent()
+                               && data[i].getParam1() == 2)
+               {
+                       data[i].setContent(nodedef->getId("default:stone_with_iron"));
+                       data[i].setParam1(0);
+               }
+               // facedir_simple
+               if(f.legacy_facedir_simple)
+               {
+                       data[i].setParam2(data[i].getParam1());
+                       data[i].setParam1(0);
+               }
+               // wall_mounted
+               if(f.legacy_wallmounted)
+               {
+                       u8 wallmounted_new_to_old[8] = {0x04, 0x08, 0x01, 0x02, 0x10, 0x20, 0, 0};
+                       u8 dir_old_format = data[i].getParam2();
+                       u8 dir_new_format = 0;
+                       for(u8 j=0; j<8; j++)
+                       {
+                               if((dir_old_format & wallmounted_new_to_old[j]) != 0)
+                               {
+                                       dir_new_format = j;
+                                       break;
+                               }
+                       }
+                       data[i].setParam2(dir_new_format);
+               }
        }
        }
+
 }
 
 }
 
-void MapBlock::deSerializeDiskExtra(std::istream &is, u8 version)
+/*
+       Get a quick string to describe what a block actually contains
+*/
+std::string analyze_block(MapBlock *block)
 {
 {
-       /*
-               Versions up from 9 have block objects.
-       */
-       if(version >= 9)
-       {
-               updateObjects(is, version, NULL, 0);
+       if(block == NULL)
+               return "NULL";
+
+       std::ostringstream desc;
+
+       v3s16 p = block->getPos();
+       char spos[20];
+       snprintf(spos, 20, "(%2d,%2d,%2d), ", p.X, p.Y, p.Z);
+       desc<<spos;
+
+       switch(block->getModified())
+       {
+       case MOD_STATE_CLEAN:
+               desc<<"CLEAN,           ";
+               break;
+       case MOD_STATE_WRITE_AT_UNLOAD:
+               desc<<"WRITE_AT_UNLOAD, ";
+               break;
+       case MOD_STATE_WRITE_NEEDED:
+               desc<<"WRITE_NEEDED,    ";
+               break;
+       default:
+               desc<<"unknown getModified()="+itos(block->getModified())+", ";
        }
 
        }
 
-       /*
-               Versions up from 15 have static objects.
-       */
-       if(version >= 15)
-       {
-               m_static_objects.deSerialize(is);
-       }
-               
-       // Timestamp
-       if(version >= 17)
+       if(block->isGenerated())
+               desc<<"is_gen [X], ";
+       else
+               desc<<"is_gen [ ], ";
+
+       if(block->getIsUnderground())
+               desc<<"is_ug [X], ";
+       else
+               desc<<"is_ug [ ], ";
+
+       if(block->getLightingExpired())
+               desc<<"lighting_exp [X], ";
+       else
+               desc<<"lighting_exp [ ], ";
+
+       if(block->isDummy())
        {
        {
-               setTimestamp(readU32(is));
+               desc<<"Dummy, ";
        }
        else
        {
        }
        else
        {
-               setTimestamp(BLOCK_TIMESTAMP_UNDEFINED);
+               bool full_ignore = true;
+               bool some_ignore = false;
+               bool full_air = true;
+               bool some_air = false;
+               for(s16 z0=0; z0<MAP_BLOCKSIZE; z0++)
+               for(s16 y0=0; y0<MAP_BLOCKSIZE; y0++)
+               for(s16 x0=0; x0<MAP_BLOCKSIZE; x0++)
+               {
+                       v3s16 p(x0,y0,z0);
+                       MapNode n = block->getNodeNoEx(p);
+                       content_t c = n.getContent();
+                       if(c == CONTENT_IGNORE)
+                               some_ignore = true;
+                       else
+                               full_ignore = false;
+                       if(c == CONTENT_AIR)
+                               some_air = true;
+                       else
+                               full_air = false;
+               }
+
+               desc<<"content {";
+
+               std::ostringstream ss;
+
+               if(full_ignore)
+                       ss<<"IGNORE (full), ";
+               else if(some_ignore)
+                       ss<<"IGNORE, ";
+
+               if(full_air)
+                       ss<<"AIR (full), ";
+               else if(some_air)
+                       ss<<"AIR, ";
+
+               if(ss.str().size()>=2)
+                       desc<<ss.str().substr(0, ss.str().size()-2);
+
+               desc<<"}, ";
        }
        }
+
+       return desc.str().substr(0, desc.str().size()-2);
 }
 
 
 }