#include <string>
#include <iostream>
#include <map>
-#include <list>
#include "mapnode.h"
+#include "nameidmapping.h"
#ifndef SERVER
#include "client/tile.h"
#include <IMeshManipulator.h>
#include "itemgroup.h"
#include "sound.h" // SimpleSoundSpec
#include "constants.h" // BS
+#include "texture_override.h" // TextureOverride
#include "tileanimation.h"
-class INodeDefManager;
class IItemDefManager;
class ITextureSource;
class IShaderSource;
class IGameDef;
class NodeResolver;
-
-typedef std::list<std::pair<content_t, int> > GroupItems;
+#if BUILD_UNITTESTS
+class TestSchematic;
+#endif
enum ContentParamType
{
CPT2_FULL,
// Flowing liquid properties
CPT2_FLOWINGLIQUID,
- // Direction for chests and furnaces and such
+ // Direction for chests and furnaces and such (with axis rotation)
CPT2_FACEDIR,
// Direction for signs, torches and such
CPT2_WALLMOUNTED,
// Block level like FLOWINGLIQUID
CPT2_LEVELED,
- // 2D rotation for things like plants
+ // 2D rotation
CPT2_DEGROTATE,
// Mesh options for plants
CPT2_MESHOPTIONS,
CPT2_COLORED_WALLMOUNTED,
// Glasslike framed drawtype internal liquid level, param2 values 0 to 63
CPT2_GLASSLIKE_LIQUID_LEVEL,
+ // 3 bits of palette index, then degrotate
+ CPT2_COLORED_DEGROTATE,
+ // Simplified direction for chests and furnaces and such (4 directions)
+ CPT2_4DIR,
+ // 6 bits of palette index, then 4dir
+ CPT2_COLORED_4DIR,
};
enum LiquidType
NODEBOX_CONNECTED, // optionally draws nodeboxes if a neighbor node attaches
};
+struct NodeBoxConnected
+{
+ std::vector<aabb3f> connect_top;
+ std::vector<aabb3f> connect_bottom;
+ std::vector<aabb3f> connect_front;
+ std::vector<aabb3f> connect_left;
+ std::vector<aabb3f> connect_back;
+ std::vector<aabb3f> connect_right;
+ std::vector<aabb3f> disconnected_top;
+ std::vector<aabb3f> disconnected_bottom;
+ std::vector<aabb3f> disconnected_front;
+ std::vector<aabb3f> disconnected_left;
+ std::vector<aabb3f> disconnected_back;
+ std::vector<aabb3f> disconnected_right;
+ std::vector<aabb3f> disconnected;
+ std::vector<aabb3f> disconnected_sides;
+};
+
struct NodeBox
{
enum NodeBoxType type;
aabb3f wall_bottom;
aabb3f wall_side; // being at the -X side
// NODEBOX_CONNECTED
- std::vector<aabb3f> connect_top;
- std::vector<aabb3f> connect_bottom;
- std::vector<aabb3f> connect_front;
- std::vector<aabb3f> connect_left;
- std::vector<aabb3f> connect_back;
- std::vector<aabb3f> connect_right;
+ // (kept externally to not bloat the structure)
+ std::shared_ptr<NodeBoxConnected> connected;
NodeBox()
{ reset(); }
+ ~NodeBox() = default;
+
+ inline NodeBoxConnected &getConnected() {
+ if (!connected)
+ connected = std::make_shared<NodeBoxConnected>();
+ return *connected;
+ }
+ inline const NodeBoxConnected &getConnected() const {
+ assert(connected);
+ return *connected;
+ }
void reset();
void serialize(std::ostream &os, u16 protocol_version) const;
LEAVES_OPAQUE,
};
+enum AutoScale : u8 {
+ AUTOSCALE_DISABLE,
+ AUTOSCALE_ENABLE,
+ AUTOSCALE_FORCE,
+};
+
+enum WorldAlignMode : u8 {
+ WORLDALIGN_DISABLE,
+ WORLDALIGN_ENABLE,
+ WORLDALIGN_FORCE,
+ WORLDALIGN_FORCE_NODEBOX,
+};
+
class TextureSettings {
public:
LeavesStyle leaves_style;
+ WorldAlignMode world_aligned_mode;
+ AutoScale autoscale_mode;
+ int node_texture_size;
bool opaque_water;
bool connected_glass;
- bool use_normal_texture;
bool enable_mesh_cache;
bool enable_minimap;
// paramtype2 = "meshoptions" allows various forms, sizes and
// vertical and horizontal random offsets.
NDT_PLANTLIKE,
- // Fenceposts that connect to neighbouring fenceposts with horizontal bars
+ // Fenceposts that connect to neighboring fenceposts with horizontal bars
NDT_FENCELIKE,
// Selects appropriate junction texture to connect like rails to
- // neighbouring raillikes.
+ // neighboring raillikes.
NDT_RAILLIKE,
// Custom Lua-definable structure of multiple cuboids
NDT_NODEBOX,
// Uses 3 textures, one for frames, second for faces,
// optional third is a 'special tile' for the liquid.
NDT_GLASSLIKE_FRAMED,
- // Draw faces slightly rotated and only on neighbouring nodes
+ // Draw faces slightly rotated and only on neighboring nodes
NDT_FIRELIKE,
// Enabled -> ndt_glasslike_framed, disabled -> ndt_glasslike
NDT_GLASSLIKE_FRAMED_OPTIONAL,
PLANT_STYLE_HASH2,
};
+enum AlignStyle : u8 {
+ ALIGN_STYLE_NODE,
+ ALIGN_STYLE_WORLD,
+ ALIGN_STYLE_USER_DEFINED,
+};
+
+enum AlphaMode : u8 {
+ ALPHAMODE_BLEND,
+ ALPHAMODE_CLIP,
+ ALPHAMODE_OPAQUE,
+ ALPHAMODE_LEGACY_COMPAT, /* means either opaque or clip */
+};
+
+
/*
Stand-alone definition of a TileSpec (basically a server-side TileSpec)
*/
bool has_color = false;
//! The color of the tile.
video::SColor color = video::SColor(0xFFFFFFFF);
+ AlignStyle align_style = ALIGN_STYLE_NODE;
+ u8 scale = 0;
struct TileAnimationParams animation;
}
void serialize(std::ostream &os, u16 protocol_version) const;
- void deSerialize(std::istream &is, u8 contentfeatures_version,
- NodeDrawType drawtype);
+ void deSerialize(std::istream &is, NodeDrawType drawtype, u16 protocol_version);
};
+// Defines the number of special tiles per nodedef
+//
+// NOTE: When changing this value, the enum entries of OverrideTarget and
+// parser in TextureOverrideSource must be updated so that all special
+// tiles can be overridden.
#define CF_SPECIAL_COUNT 6
struct ContentFeatures
{
+ // PROTOCOL_VERSION >= 37. This is legacy and should not be increased anymore,
+ // write checks that depend directly on the protocol version instead.
+ static const u8 CONTENTFEATURES_VERSION = 13;
+
/*
Cached stuff
*/
// up down right left back front
TileSpec tiles[6];
// Special tiles
- // - Currently used for flowing liquids
TileSpec special_tiles[CF_SPECIAL_COUNT];
u8 solidness; // Used when choosing which face is drawn
u8 visual_solidness; // When solidness=0, this tells how it looks like
bool has_on_destruct;
bool has_after_destruct;
+ // "float" group
+ bool floats;
+
/*
Actual data
*/
// These will be drawn over the base tiles.
TileDef tiledef_overlay[6];
TileDef tiledef_special[CF_SPECIAL_COUNT]; // eg. flowing liquid
- // If 255, the node is opaque.
- // Otherwise it uses texture alpha.
- u8 alpha;
+ AlphaMode alpha;
// The color of the node.
video::SColor color;
std::string palette_name;
// for NDT_CONNECTED pairing
u8 connect_sides;
std::vector<std::string> connects_to;
- std::set<content_t> connects_to_ids;
+ std::vector<content_t> connects_to_ids;
// Post effect color, drawn when the camera is inside the node.
video::SColor post_effect_color;
- // Flowing liquid or snow, value = default level
+ // Flowing liquid or leveled nodebox, value = default level
u8 leveled;
+ // Maximum value for leveled nodes
+ u8 leveled_max;
// --- LIGHTING-RELATED ---
// Player cannot build to these (placement prediction disabled)
bool rightclickable;
u32 damage_per_second;
+ // client dig prediction
+ std::string node_dig_prediction;
+ // how slow players move through
+ u8 move_resistance = 0;
// --- LIQUID PROPERTIES ---
// Whether the node is non-liquid, source liquid or flowing liquid
enum LiquidType liquid_type;
+ // If true, movement (e.g. of players) inside this node is liquid-like.
+ bool liquid_move_physics;
// If the content is liquid, this is the flowing version of the liquid.
std::string liquid_alternative_flowing;
+ content_t liquid_alternative_flowing_id;
// If the content is liquid, this is the source version of the liquid.
std::string liquid_alternative_source;
+ content_t liquid_alternative_source_id;
// Viscosity for fluid flow, ranging from 1 to 7, with
// 1 giving almost instantaneous propagation and 7 being
// the slowest possible
*/
ContentFeatures();
- ~ContentFeatures() = default;
+ ~ContentFeatures();
void reset();
void serialize(std::ostream &os, u16 protocol_version) const;
- void deSerialize(std::istream &is);
- void serializeOld(std::ostream &os, u16 protocol_version) const;
- void deSerializeOld(std::istream &is, int version);
- /*!
- * Since vertex alpha is no longer supported, this method
- * adds opacity directly to the texture pixels.
- *
- * \param tiles array of the tile definitions.
- * \param length length of tiles
- */
- void correctAlpha(TileDef *tiles, int length);
+ void deSerialize(std::istream &is, u16 protocol_version);
/*
Some handy methods
*/
+ void setDefaultAlphaMode()
+ {
+ switch (drawtype) {
+ case NDT_NORMAL:
+ case NDT_LIQUID:
+ case NDT_FLOWINGLIQUID:
+ alpha = ALPHAMODE_OPAQUE;
+ break;
+ case NDT_NODEBOX:
+ case NDT_MESH:
+ alpha = ALPHAMODE_LEGACY_COMPAT; // this should eventually be OPAQUE
+ break;
+ default:
+ alpha = ALPHAMODE_CLIP;
+ break;
+ }
+ }
+
+ bool needsBackfaceCulling() const
+ {
+ switch (drawtype) {
+ case NDT_TORCHLIKE:
+ case NDT_SIGNLIKE:
+ case NDT_FIRELIKE:
+ case NDT_RAILLIKE:
+ case NDT_PLANTLIKE:
+ case NDT_PLANTLIKE_ROOTED:
+ case NDT_MESH:
+ return false;
+ default:
+ return true;
+ }
+ }
+
bool isLiquid() const{
return (liquid_type != LIQUID_NONE);
}
- bool sameLiquid(const ContentFeatures &f) const{
- if(!isLiquid() || !f.isLiquid()) return false;
- return (liquid_alternative_flowing == f.liquid_alternative_flowing);
+
+ bool isLiquidRender() const {
+ return (drawtype == NDT_LIQUID || drawtype == NDT_FLOWINGLIQUID);
+ }
+
+ bool sameLiquidRender(const ContentFeatures &f) const {
+ if (!isLiquidRender() || !f.isLiquidRender())
+ return false;
+ return liquid_alternative_flowing_id == f.liquid_alternative_flowing_id &&
+ liquid_alternative_source_id == f.liquid_alternative_source_id;
+ }
+
+ ContentLightingFlags getLightingFlags() const {
+ ContentLightingFlags flags;
+ flags.has_light = param_type == CPT_LIGHT;
+ flags.light_propagates = light_propagates;
+ flags.sunlight_propagates = sunlight_propagates;
+ flags.light_source = light_source;
+ return flags;
}
int getGroup(const std::string &group) const
}
#ifndef SERVER
- void fillTileAttribs(ITextureSource *tsrc, TileLayer *tile, TileDef *tiledef,
- u32 shader_id, bool use_normal_texture, bool backface_culling,
- u8 material_type);
void updateTextures(ITextureSource *tsrc, IShaderSource *shdsrc,
scene::IMeshManipulator *meshmanip, Client *client, const TextureSettings &tsettings);
#endif
-};
-class INodeDefManager {
-public:
- INodeDefManager() = default;
- virtual ~INodeDefManager() = default;
-
- // Get node definition
- virtual const ContentFeatures &get(content_t c) const=0;
- virtual const ContentFeatures &get(const MapNode &n) const=0;
- virtual bool getId(const std::string &name, content_t &result) const=0;
- virtual content_t getId(const std::string &name) const=0;
- // Allows "group:name" in addition to regular node names
- // returns false if node name not found, true otherwise
- virtual bool getIds(const std::string &name, std::set<content_t> &result)
- const=0;
- virtual const ContentFeatures &get(const std::string &name) const=0;
-
- virtual void serialize(std::ostream &os, u16 protocol_version) const=0;
-
- virtual void pendNodeResolve(NodeResolver *nr)=0;
- virtual bool cancelNodeResolveCallback(NodeResolver *nr)=0;
- virtual bool nodeboxConnects(const MapNode from, const MapNode to, u8 connect_face)=0;
- /*!
- * Returns the smallest box in node coordinates that
- * contains all nodes' selection boxes.
+private:
+#ifndef SERVER
+ /*
+ * Checks if any tile texture has any transparent pixels.
+ * Prints a warning and returns true if that is the case, false otherwise.
+ * This is supposed to be used for use_texture_alpha backwards compatibility.
*/
- virtual core::aabbox3d<s16> getSelectionBoxIntUnion() const=0;
+ bool textureAlphaCheck(ITextureSource *tsrc, const TileDef *tiles,
+ int length);
+#endif
+
+ void setAlphaFromLegacy(u8 legacy_alpha);
+
+ u8 getAlphaForLegacy() const;
};
-class IWritableNodeDefManager : public INodeDefManager {
+/*!
+ * @brief This class is for getting the actual properties of nodes from their
+ * content ID.
+ *
+ * @details The nodes on the map are represented by three numbers (see MapNode).
+ * The first number (param0) is the type of a node. All node types have own
+ * properties (see ContentFeatures). This class is for storing and getting the
+ * properties of nodes.
+ * The manager is first filled with registered nodes, then as the game begins,
+ * functions only get `const` pointers to it, to prevent modification of
+ * registered nodes.
+ */
+class NodeDefManager {
public:
- IWritableNodeDefManager() = default;
- virtual ~IWritableNodeDefManager() = default;
-
- // Get node definition
- virtual const ContentFeatures &get(content_t c) const=0;
- virtual const ContentFeatures &get(const MapNode &n) const=0;
- virtual bool getId(const std::string &name, content_t &result) const=0;
- // If not found, returns CONTENT_IGNORE
- virtual content_t getId(const std::string &name) const=0;
- // Allows "group:name" in addition to regular node names
- virtual bool getIds(const std::string &name, std::set<content_t> &result)
- const=0;
- // If not found, returns the features of CONTENT_UNKNOWN
- virtual const ContentFeatures &get(const std::string &name) const=0;
-
- // Register node definition by name (allocate an id)
- // If returns CONTENT_IGNORE, could not allocate id
- virtual content_t set(const std::string &name,
- const ContentFeatures &def)=0;
- // If returns CONTENT_IGNORE, could not allocate id
- virtual content_t allocateDummy(const std::string &name)=0;
- // Remove a node
- virtual void removeNode(const std::string &name)=0;
+ /*!
+ * Creates a NodeDefManager, and registers three ContentFeatures:
+ * \ref CONTENT_AIR, \ref CONTENT_UNKNOWN and \ref CONTENT_IGNORE.
+ */
+ NodeDefManager();
+ ~NodeDefManager();
- /*
- Update item alias mapping.
- Call after updating item definitions.
- */
- virtual void updateAliases(IItemDefManager *idef)=0;
+ /*!
+ * Returns the properties for the given content type.
+ * @param c content type of a node
+ * @return properties of the given content type, or \ref CONTENT_UNKNOWN
+ * if the given content type is not registered.
+ */
+ inline const ContentFeatures& get(content_t c) const {
+ return
+ (c < m_content_features.size() && !m_content_features[c].name.empty()) ?
+ m_content_features[c] : m_content_features[CONTENT_UNKNOWN];
+ }
- /*
- Override textures from servers with ones specified in texturepack/override.txt
- */
- virtual void applyTextureOverrides(const std::string &override_filepath)=0;
+ /*!
+ * Returns the properties of the given node.
+ * @param n a map node
+ * @return properties of the given node or @ref CONTENT_UNKNOWN if the
+ * given content type is not registered.
+ */
+ inline const ContentFeatures& get(const MapNode &n) const {
+ return get(n.getContent());
+ }
- /*
- Update tile textures to latest return values of TextueSource.
- */
- virtual void updateTextures(IGameDef *gamedef,
- void (*progress_cbk)(void *progress_args, u32 progress, u32 max_progress),
- void *progress_cbk_args)=0;
+ inline ContentLightingFlags getLightingFlags(content_t c) const {
+ // No bound check is necessary, since the array's length is CONTENT_MAX + 1.
+ return m_content_lighting_flag_cache[c];
+ }
+
+ inline ContentLightingFlags getLightingFlags(const MapNode &n) const {
+ return getLightingFlags(n.getContent());
+ }
+
+ /*!
+ * Returns the node properties for a node name.
+ * @param name name of a node
+ * @return properties of the given node or @ref CONTENT_UNKNOWN if
+ * not found
+ */
+ const ContentFeatures& get(const std::string &name) const;
+
+ /*!
+ * Returns the content ID for the given name.
+ * @param name a node name
+ * @param[out] result will contain the content ID if found, otherwise
+ * remains unchanged
+ * @return true if the ID was found, false otherwise
+ */
+ bool getId(const std::string &name, content_t &result) const;
+
+ /*!
+ * Returns the content ID for the given name.
+ * @param name a node name
+ * @return ID of the node or @ref CONTENT_IGNORE if not found
+ */
+ content_t getId(const std::string &name) const;
+
+ /*!
+ * Returns the content IDs of the given node name or node group name.
+ * Group names start with "group:".
+ * @param name a node name or node group name
+ * @param[out] result will be appended with matching IDs
+ * @return true if `name` is a valid node name or a (not necessarily
+ * valid) group name
+ */
+ bool getIds(const std::string &name, std::vector<content_t> &result) const;
+
+ /*!
+ * Returns the smallest box in integer node coordinates that
+ * contains all nodes' selection boxes. The returned box might be larger
+ * than the minimal size if the largest node is removed from the manager.
+ */
+ inline core::aabbox3d<s16> getSelectionBoxIntUnion() const {
+ return m_selection_box_int_union;
+ }
+
+ /*!
+ * Checks whether a node connects to an adjacent node.
+ * @param from the node to be checked
+ * @param to the adjacent node
+ * @param connect_face a bit field indicating which face of the node is
+ * adjacent to the other node.
+ * Bits: +y (least significant), -y, -z, -x, +z, +x (most significant).
+ * @return true if the node connects, false otherwise
+ */
+ bool nodeboxConnects(MapNode from, MapNode to,
+ u8 connect_face) const;
+
+ /*!
+ * Registers a NodeResolver to wait for the registration of
+ * ContentFeatures. Once the node registration finishes, all
+ * listeners are notified.
+ */
+ void pendNodeResolve(NodeResolver *nr) const;
+
+ /*!
+ * Stops listening to the NodeDefManager.
+ * @return true if the listener was registered before, false otherwise
+ */
+ bool cancelNodeResolveCallback(NodeResolver *nr) const;
+
+ /*!
+ * Registers a new node type with the given name and allocates a new
+ * content ID.
+ * Should not be called with an already existing name.
+ * @param name name of the node, must match with `def.name`.
+ * @param def definition of the registered node type.
+ * @return ID of the registered node or @ref CONTENT_IGNORE if
+ * the function could not allocate an ID.
+ */
+ content_t set(const std::string &name, const ContentFeatures &def);
+
+ /*!
+ * Allocates a blank node ID for the given name.
+ * @param name name of a node
+ * @return allocated ID or @ref CONTENT_IGNORE if could not allocate
+ * an ID.
+ */
+ content_t allocateDummy(const std::string &name);
+
+ /*!
+ * Removes the given node name from the manager.
+ * The node ID will remain in the manager, but won't be linked to any name.
+ * @param name name to be removed
+ */
+ void removeNode(const std::string &name);
+
+ /*!
+ * Regenerates the alias list (a map from names to node IDs).
+ * @param idef the item definition manager containing alias information
+ */
+ void updateAliases(IItemDefManager *idef);
+
+ /*!
+ * Replaces the textures of registered nodes with the ones specified in
+ * the texturepack's override.txt file
+ *
+ * @param overrides the texture overrides
+ */
+ void applyTextureOverrides(const std::vector<TextureOverride> &overrides);
+
+ /*!
+ * Only the client uses this. Loads textures and shaders required for
+ * rendering the nodes.
+ * @param gamedef must be a Client.
+ * @param progress_cbk called each time a node is loaded. Arguments:
+ * `progress_cbk_args`, number of loaded ContentFeatures, number of
+ * total ContentFeatures.
+ * @param progress_cbk_args passed to the callback function
+ */
+ void updateTextures(IGameDef *gamedef, void *progress_cbk_args);
+
+ /*!
+ * Writes the content of this manager to the given output stream.
+ * @param protocol_version Active network protocol version
+ */
+ void serialize(std::ostream &os, u16 protocol_version) const;
+
+ /*!
+ * Restores the manager from a serialized stream.
+ * This clears the previous state.
+ * @param is input stream containing a serialized NodeDefManager
+ * @param protocol_version Active network protocol version
+ */
+ void deSerialize(std::istream &is, u16 protocol_version);
+
+ /*!
+ * Used to indicate that node registration has finished.
+ * @param completed tells whether registration is complete
+ */
+ inline void setNodeRegistrationStatus(bool completed) {
+ m_node_registration_complete = completed;
+ }
+
+ /*!
+ * Notifies the registered NodeResolver instances that node registration
+ * has finished, then unregisters all listeners.
+ * Must be called after node registration has finished!
+ */
+ void runNodeResolveCallbacks();
+
+ /*!
+ * Sets the registration completion flag to false and unregisters all
+ * NodeResolver instances listening to the manager.
+ */
+ void resetNodeResolveState();
+
+ /*!
+ * Resolves (caches the IDs) cross-references between nodes,
+ * like liquid alternatives.
+ * Must be called after node registration has finished!
+ */
+ void resolveCrossrefs();
+
+private:
+ /*!
+ * Resets the manager to its initial state.
+ * See the documentation of the constructor.
+ */
+ void clear();
- virtual void serialize(std::ostream &os, u16 protocol_version) const=0;
- virtual void deSerialize(std::istream &is)=0;
+ /*!
+ * Allocates a new content ID, and returns it.
+ * @return the allocated ID or \ref CONTENT_IGNORE if could not allocate
+ */
+ content_t allocateId();
+
+ /*!
+ * Binds the given content ID and node name.
+ * Registers them in \ref m_name_id_mapping and
+ * \ref m_name_id_mapping_with_aliases.
+ * @param i a content ID
+ * @param name a node name
+ */
+ void addNameIdMapping(content_t i, const std::string &name);
+
+ /*!
+ * Removes a content ID from all groups.
+ * Erases content IDs from vectors in \ref m_group_to_items and
+ * removes empty vectors.
+ * @param id Content ID
+ */
+ void eraseIdFromGroups(content_t id);
+
+ /*!
+ * Recalculates m_selection_box_int_union based on
+ * m_selection_box_union.
+ */
+ void fixSelectionBoxIntUnion();
+
+ //! Features indexed by ID.
+ std::vector<ContentFeatures> m_content_features;
+
+ //! A mapping for fast conversion between names and IDs
+ NameIdMapping m_name_id_mapping;
+
+ /*!
+ * Like @ref m_name_id_mapping, but maps only from names to IDs, and
+ * includes aliases too. Updated by \ref updateAliases().
+ * Note: Not serialized.
+ */
+ std::unordered_map<std::string, content_t> m_name_id_mapping_with_aliases;
+
+ /*!
+ * A mapping from group names to a vector of content types that belong
+ * to it. Necessary for a direct lookup in \ref getIds().
+ * Note: Not serialized.
+ */
+ std::unordered_map<std::string, std::vector<content_t>> m_group_to_items;
+
+ /*!
+ * The next ID that might be free to allocate.
+ * It can be allocated already, because \ref CONTENT_AIR,
+ * \ref CONTENT_UNKNOWN and \ref CONTENT_IGNORE are registered when the
+ * manager is initialized, and new IDs are allocated from 0.
+ */
+ content_t m_next_id;
+
+ //! True if all nodes have been registered.
+ bool m_node_registration_complete;
- virtual void setNodeRegistrationStatus(bool completed)=0;
+ /*!
+ * The union of all nodes' selection boxes.
+ * Might be larger if big nodes are removed from the manager.
+ */
+ aabb3f m_selection_box_union;
+
+ /*!
+ * The smallest box in integer node coordinates that
+ * contains all nodes' selection boxes.
+ * Might be larger if big nodes are removed from the manager.
+ */
+ core::aabbox3d<s16> m_selection_box_int_union;
- virtual void pendNodeResolve(NodeResolver *nr)=0;
- virtual bool cancelNodeResolveCallback(NodeResolver *nr)=0;
- virtual void runNodeResolveCallbacks()=0;
- virtual void resetNodeResolveState()=0;
- virtual void mapNodeboxConnections()=0;
- virtual core::aabbox3d<s16> getSelectionBoxIntUnion() const=0;
+ /*!
+ * NodeResolver instances to notify once node registration has finished.
+ * Even constant NodeDefManager instances can register listeners.
+ */
+ mutable std::vector<NodeResolver *> m_pending_resolve_callbacks;
+
+ /*!
+ * Fast cache of content lighting flags.
+ */
+ ContentLightingFlags m_content_lighting_flag_cache[CONTENT_MAX + 1L];
};
-IWritableNodeDefManager *createNodeDefManager();
+NodeDefManager *createNodeDefManager();
+// NodeResolver: Queue for node names which are then translated
+// to content_t after the NodeDefManager was initialized
class NodeResolver {
public:
NodeResolver();
virtual ~NodeResolver();
+ // Callback which is run as soon NodeDefManager is ready
virtual void resolveNodeNames() = 0;
+ // required because this class is used as mixin for ObjDef
+ void cloneTo(NodeResolver *res) const;
+
bool getIdFromNrBacklog(content_t *result_out,
- const std::string &node_alt, content_t c_fallback);
+ const std::string &node_alt, content_t c_fallback,
+ bool error_on_fallback = true);
bool getIdsFromNrBacklog(std::vector<content_t> *result_out,
- bool all_required=false, content_t c_fallback=CONTENT_IGNORE);
+ bool all_required = false, content_t c_fallback = CONTENT_IGNORE);
- void nodeResolveInternal();
+ inline bool isResolveDone() const { return m_resolve_done; }
+ void reset(bool resolve_done = false);
- u32 m_nodenames_idx = 0;
- u32 m_nnlistsizes_idx = 0;
+ // Vector containing all node names in the resolve "queue"
std::vector<std::string> m_nodenames;
+ // Specifies the "set size" of node names which are to be processed
+ // this is used for getIdsFromNrBacklog
+ // TODO: replace or remove
std::vector<size_t> m_nnlistsizes;
- INodeDefManager *m_ndef = nullptr;
+
+protected:
+ friend class NodeDefManager; // m_ndef
+
+ const NodeDefManager *m_ndef = nullptr;
+ // Index of the next "m_nodenames" entry to resolve
+ u32 m_nodenames_idx = 0;
+
+private:
+#if BUILD_UNITTESTS
+ // Unittest requires access to m_resolve_done
+ friend class TestSchematic;
+#endif
+ void nodeResolveInternal();
+
+ // Index of the next "m_nnlistsizes" entry to process
+ u32 m_nnlistsizes_idx = 0;
bool m_resolve_done = false;
};