1 /*
2 Minetest
3 Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
4 
5 This program is free software; you can redistribute it and/or modify
6 it under the terms of the GNU Lesser General Public License as published by
7 the Free Software Foundation; either version 2.1 of the License, or
8 (at your option) any later version.
9 
10 This program is distributed in the hope that it will be useful,
11 but WITHOUT ANY WARRANTY; without even the implied warranty of
12 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
13 GNU Lesser General Public License for more details.
14 
15 You should have received a copy of the GNU Lesser General Public License along
16 with this program; if not, write to the Free Software Foundation, Inc.,
17 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
18 */
19 
20 #pragma once
21 
22 #include "irrlichttypes_bloated.h"
23 #include <string>
24 #include <iostream>
25 #include <map>
26 #include "mapnode.h"
27 #include "nameidmapping.h"
28 #ifndef SERVER
29 #include "client/tile.h"
30 #include <IMeshManipulator.h>
31 class Client;
32 #endif
33 #include "itemgroup.h"
34 #include "sound.h" // SimpleSoundSpec
35 #include "constants.h" // BS
36 #include "texture_override.h" // TextureOverride
37 #include "tileanimation.h"
38 
39 // PROTOCOL_VERSION >= 37
40 static const u8 CONTENTFEATURES_VERSION = 13;
41 
42 class IItemDefManager;
43 class ITextureSource;
44 class IShaderSource;
45 class IGameDef;
46 class NodeResolver;
47 
48 enum ContentParamType
49 {
50 	CPT_NONE,
51 	CPT_LIGHT,
52 };
53 
54 enum ContentParamType2
55 {
56 	CPT2_NONE,
57 	// Need 8-bit param2
58 	CPT2_FULL,
59 	// Flowing liquid properties
60 	CPT2_FLOWINGLIQUID,
61 	// Direction for chests and furnaces and such
62 	CPT2_FACEDIR,
63 	// Direction for signs, torches and such
64 	CPT2_WALLMOUNTED,
65 	// Block level like FLOWINGLIQUID
66 	CPT2_LEVELED,
67 	// 2D rotation for things like plants
68 	CPT2_DEGROTATE,
69 	// Mesh options for plants
70 	CPT2_MESHOPTIONS,
71 	// Index for palette
72 	CPT2_COLOR,
73 	// 3 bits of palette index, then facedir
74 	CPT2_COLORED_FACEDIR,
75 	// 5 bits of palette index, then wallmounted
76 	CPT2_COLORED_WALLMOUNTED,
77 	// Glasslike framed drawtype internal liquid level, param2 values 0 to 63
78 	CPT2_GLASSLIKE_LIQUID_LEVEL,
79 };
80 
81 enum LiquidType
82 {
83 	LIQUID_NONE,
84 	LIQUID_FLOWING,
85 	LIQUID_SOURCE,
86 };
87 
88 enum NodeBoxType
89 {
90 	NODEBOX_REGULAR, // Regular block; allows buildable_to
91 	NODEBOX_FIXED, // Static separately defined box(es)
92 	NODEBOX_WALLMOUNTED, // Box for wall mounted nodes; (top, bottom, side)
93 	NODEBOX_LEVELED, // Same as fixed, but with dynamic height from param2. for snow, ...
94 	NODEBOX_CONNECTED, // optionally draws nodeboxes if a neighbor node attaches
95 };
96 
97 struct NodeBox
98 {
99 	enum NodeBoxType type;
100 	// NODEBOX_REGULAR (no parameters)
101 	// NODEBOX_FIXED
102 	std::vector<aabb3f> fixed;
103 	// NODEBOX_WALLMOUNTED
104 	aabb3f wall_top;
105 	aabb3f wall_bottom;
106 	aabb3f wall_side; // being at the -X side
107 	// NODEBOX_CONNECTED
108 	std::vector<aabb3f> connect_top;
109 	std::vector<aabb3f> connect_bottom;
110 	std::vector<aabb3f> connect_front;
111 	std::vector<aabb3f> connect_left;
112 	std::vector<aabb3f> connect_back;
113 	std::vector<aabb3f> connect_right;
114 	std::vector<aabb3f> disconnected_top;
115 	std::vector<aabb3f> disconnected_bottom;
116 	std::vector<aabb3f> disconnected_front;
117 	std::vector<aabb3f> disconnected_left;
118 	std::vector<aabb3f> disconnected_back;
119 	std::vector<aabb3f> disconnected_right;
120 	std::vector<aabb3f> disconnected;
121 	std::vector<aabb3f> disconnected_sides;
122 
NodeBoxNodeBox123 	NodeBox()
124 	{ reset(); }
125 
126 	void reset();
127 	void serialize(std::ostream &os, u16 protocol_version) const;
128 	void deSerialize(std::istream &is);
129 };
130 
131 struct MapNode;
132 class NodeMetadata;
133 
134 enum LeavesStyle {
135 	LEAVES_FANCY,
136 	LEAVES_SIMPLE,
137 	LEAVES_OPAQUE,
138 };
139 
140 enum AutoScale : u8 {
141 	AUTOSCALE_DISABLE,
142 	AUTOSCALE_ENABLE,
143 	AUTOSCALE_FORCE,
144 };
145 
146 enum WorldAlignMode : u8 {
147 	WORLDALIGN_DISABLE,
148 	WORLDALIGN_ENABLE,
149 	WORLDALIGN_FORCE,
150 	WORLDALIGN_FORCE_NODEBOX,
151 };
152 
153 class TextureSettings {
154 public:
155 	LeavesStyle leaves_style;
156 	WorldAlignMode world_aligned_mode;
157 	AutoScale autoscale_mode;
158 	int node_texture_size;
159 	bool opaque_water;
160 	bool connected_glass;
161 	bool enable_mesh_cache;
162 	bool enable_minimap;
163 
164 	TextureSettings() = default;
165 
166 	void readSettings();
167 };
168 
169 enum NodeDrawType
170 {
171 	// A basic solid block
172 	NDT_NORMAL,
173 	// Nothing is drawn
174 	NDT_AIRLIKE,
175 	// Do not draw face towards same kind of flowing/source liquid
176 	NDT_LIQUID,
177 	// A very special kind of thing
178 	NDT_FLOWINGLIQUID,
179 	// Glass-like, don't draw faces towards other glass
180 	NDT_GLASSLIKE,
181 	// Leaves-like, draw all faces no matter what
182 	NDT_ALLFACES,
183 	// Enabled -> ndt_allfaces, disabled -> ndt_normal
184 	NDT_ALLFACES_OPTIONAL,
185 	// Single plane perpendicular to a surface
186 	NDT_TORCHLIKE,
187 	// Single plane parallel to a surface
188 	NDT_SIGNLIKE,
189 	// 2 vertical planes in a 'X' shape diagonal to XZ axes.
190 	// paramtype2 = "meshoptions" allows various forms, sizes and
191 	// vertical and horizontal random offsets.
192 	NDT_PLANTLIKE,
193 	// Fenceposts that connect to neighbouring fenceposts with horizontal bars
194 	NDT_FENCELIKE,
195 	// Selects appropriate junction texture to connect like rails to
196 	// neighbouring raillikes.
197 	NDT_RAILLIKE,
198 	// Custom Lua-definable structure of multiple cuboids
199 	NDT_NODEBOX,
200 	// Glass-like, draw connected frames and all visible faces.
201 	// param2 > 0 defines 64 levels of internal liquid
202 	// Uses 3 textures, one for frames, second for faces,
203 	// optional third is a 'special tile' for the liquid.
204 	NDT_GLASSLIKE_FRAMED,
205 	// Draw faces slightly rotated and only on neighbouring nodes
206 	NDT_FIRELIKE,
207 	// Enabled -> ndt_glasslike_framed, disabled -> ndt_glasslike
208 	NDT_GLASSLIKE_FRAMED_OPTIONAL,
209 	// Uses static meshes
210 	NDT_MESH,
211 	// Combined plantlike-on-solid
212 	NDT_PLANTLIKE_ROOTED,
213 };
214 
215 // Mesh options for NDT_PLANTLIKE with CPT2_MESHOPTIONS
216 static const u8 MO_MASK_STYLE          = 0x07;
217 static const u8 MO_BIT_RANDOM_OFFSET   = 0x08;
218 static const u8 MO_BIT_SCALE_SQRT2     = 0x10;
219 static const u8 MO_BIT_RANDOM_OFFSET_Y = 0x20;
220 enum PlantlikeStyle {
221 	PLANT_STYLE_CROSS,
222 	PLANT_STYLE_CROSS2,
223 	PLANT_STYLE_STAR,
224 	PLANT_STYLE_HASH,
225 	PLANT_STYLE_HASH2,
226 };
227 
228 enum AlignStyle : u8 {
229 	ALIGN_STYLE_NODE,
230 	ALIGN_STYLE_WORLD,
231 	ALIGN_STYLE_USER_DEFINED,
232 };
233 
234 enum AlphaMode : u8 {
235 	ALPHAMODE_BLEND,
236 	ALPHAMODE_CLIP,
237 	ALPHAMODE_OPAQUE,
238 	ALPHAMODE_LEGACY_COMPAT, /* means either opaque or clip */
239 };
240 
241 
242 /*
243 	Stand-alone definition of a TileSpec (basically a server-side TileSpec)
244 */
245 
246 struct TileDef
247 {
248 	std::string name = "";
249 	bool backface_culling = true; // Takes effect only in special cases
250 	bool tileable_horizontal = true;
251 	bool tileable_vertical = true;
252 	//! If true, the tile has its own color.
253 	bool has_color = false;
254 	//! The color of the tile.
255 	video::SColor color = video::SColor(0xFFFFFFFF);
256 	AlignStyle align_style = ALIGN_STYLE_NODE;
257 	u8 scale = 0;
258 
259 	struct TileAnimationParams animation;
260 
TileDefTileDef261 	TileDef()
262 	{
263 		animation.type = TAT_NONE;
264 	}
265 
266 	void serialize(std::ostream &os, u16 protocol_version) const;
267 	void deSerialize(std::istream &is, u8 contentfeatures_version,
268 		NodeDrawType drawtype);
269 };
270 
271 // Defines the number of special tiles per nodedef
272 //
273 // NOTE: When changing this value, the enum entries of OverrideTarget and
274 //       parser in TextureOverrideSource must be updated so that all special
275 //       tiles can be overridden.
276 #define CF_SPECIAL_COUNT 6
277 
278 struct ContentFeatures
279 {
280 	/*
281 		Cached stuff
282 	 */
283 #ifndef SERVER
284 	// 0     1     2     3     4     5
285 	// up    down  right left  back  front
286 	TileSpec tiles[6];
287 	// Special tiles
288 	// - Currently used for flowing liquids
289 	TileSpec special_tiles[CF_SPECIAL_COUNT];
290 	u8 solidness; // Used when choosing which face is drawn
291 	u8 visual_solidness; // When solidness=0, this tells how it looks like
292 	bool backface_culling;
293 #endif
294 
295 	// Server-side cached callback existence for fast skipping
296 	bool has_on_construct;
297 	bool has_on_destruct;
298 	bool has_after_destruct;
299 
300 	/*
301 		Actual data
302 	 */
303 
304 	// --- GENERAL PROPERTIES ---
305 
306 	std::string name; // "" = undefined node
307 	ItemGroupList groups; // Same as in itemdef
308 	// Type of MapNode::param1
309 	ContentParamType param_type;
310 	// Type of MapNode::param2
311 	ContentParamType2 param_type_2;
312 
313 	// --- VISUAL PROPERTIES ---
314 
315 	enum NodeDrawType drawtype;
316 	std::string mesh;
317 #ifndef SERVER
318 	scene::IMesh *mesh_ptr[24];
319 	video::SColor minimap_color;
320 #endif
321 	float visual_scale; // Misc. scale parameter
322 	TileDef tiledef[6];
323 	// These will be drawn over the base tiles.
324 	TileDef tiledef_overlay[6];
325 	TileDef tiledef_special[CF_SPECIAL_COUNT]; // eg. flowing liquid
326 	AlphaMode alpha;
327 	// The color of the node.
328 	video::SColor color;
329 	std::string palette_name;
330 	std::vector<video::SColor> *palette;
331 	// Used for waving leaves/plants
332 	u8 waving;
333 	// for NDT_CONNECTED pairing
334 	u8 connect_sides;
335 	std::vector<std::string> connects_to;
336 	std::vector<content_t> connects_to_ids;
337 	// Post effect color, drawn when the camera is inside the node.
338 	video::SColor post_effect_color;
339 	// Flowing liquid or leveled nodebox, value = default level
340 	u8 leveled;
341 	// Maximum value for leveled nodes
342 	u8 leveled_max;
343 
344 	// --- LIGHTING-RELATED ---
345 
346 	bool light_propagates;
347 	bool sunlight_propagates;
348 	// Amount of light the node emits
349 	u8 light_source;
350 
351 	// --- MAP GENERATION ---
352 
353 	// True for all ground-like things like stone and mud, false for eg. trees
354 	bool is_ground_content;
355 
356 	// --- INTERACTION PROPERTIES ---
357 
358 	// This is used for collision detection.
359 	// Also for general solidness queries.
360 	bool walkable;
361 	// Player can point to these
362 	bool pointable;
363 	// Player can dig these
364 	bool diggable;
365 	// Player can climb these
366 	bool climbable;
367 	// Player can build on these
368 	bool buildable_to;
369 	// Player cannot build to these (placement prediction disabled)
370 	bool rightclickable;
371 	u32 damage_per_second;
372 	// client dig prediction
373 	std::string node_dig_prediction;
374 
375 	// --- LIQUID PROPERTIES ---
376 
377 	// Whether the node is non-liquid, source liquid or flowing liquid
378 	enum LiquidType liquid_type;
379 	// If the content is liquid, this is the flowing version of the liquid.
380 	std::string liquid_alternative_flowing;
381 	content_t liquid_alternative_flowing_id;
382 	// If the content is liquid, this is the source version of the liquid.
383 	std::string liquid_alternative_source;
384 	content_t liquid_alternative_source_id;
385 	// Viscosity for fluid flow, ranging from 1 to 7, with
386 	// 1 giving almost instantaneous propagation and 7 being
387 	// the slowest possible
388 	u8 liquid_viscosity;
389 	// Is liquid renewable (new liquid source will be created between 2 existing)
390 	bool liquid_renewable;
391 	// Number of flowing liquids surrounding source
392 	u8 liquid_range;
393 	u8 drowning;
394 	// Liquids flow into and replace node
395 	bool floodable;
396 
397 	// --- NODEBOXES ---
398 
399 	NodeBox node_box;
400 	NodeBox selection_box;
401 	NodeBox collision_box;
402 
403 	// --- SOUND PROPERTIES ---
404 
405 	SimpleSoundSpec sound_footstep;
406 	SimpleSoundSpec sound_dig;
407 	SimpleSoundSpec sound_dug;
408 
409 	// --- LEGACY ---
410 
411 	// Compatibility with old maps
412 	// Set to true if paramtype used to be 'facedir_simple'
413 	bool legacy_facedir_simple;
414 	// Set to true if wall_mounted used to be set to true
415 	bool legacy_wallmounted;
416 
417 	/*
418 		Methods
419 	*/
420 
421 	ContentFeatures();
422 	~ContentFeatures();
423 	void reset();
424 	void serialize(std::ostream &os, u16 protocol_version) const;
425 	void deSerialize(std::istream &is);
426 
427 	/*
428 		Some handy methods
429 	*/
setDefaultAlphaModeContentFeatures430 	void setDefaultAlphaMode()
431 	{
432 		switch (drawtype) {
433 		case NDT_NORMAL:
434 		case NDT_LIQUID:
435 		case NDT_FLOWINGLIQUID:
436 			alpha = ALPHAMODE_OPAQUE;
437 			break;
438 		case NDT_NODEBOX:
439 		case NDT_MESH:
440 			alpha = ALPHAMODE_LEGACY_COMPAT; // this should eventually be OPAQUE
441 			break;
442 		default:
443 			alpha = ALPHAMODE_CLIP;
444 			break;
445 		}
446 	}
447 
needsBackfaceCullingContentFeatures448 	bool needsBackfaceCulling() const
449 	{
450 		switch (drawtype) {
451 		case NDT_TORCHLIKE:
452 		case NDT_SIGNLIKE:
453 		case NDT_FIRELIKE:
454 		case NDT_RAILLIKE:
455 		case NDT_PLANTLIKE:
456 		case NDT_PLANTLIKE_ROOTED:
457 		case NDT_MESH:
458 			return false;
459 		default:
460 			return true;
461 		}
462 	}
463 
isLiquidContentFeatures464 	bool isLiquid() const{
465 		return (liquid_type != LIQUID_NONE);
466 	}
sameLiquidContentFeatures467 	bool sameLiquid(const ContentFeatures &f) const{
468 		if(!isLiquid() || !f.isLiquid()) return false;
469 		return (liquid_alternative_flowing_id == f.liquid_alternative_flowing_id);
470 	}
471 
getGroupContentFeatures472 	int getGroup(const std::string &group) const
473 	{
474 		return itemgroup_get(groups, group);
475 	}
476 
477 #ifndef SERVER
478 	void updateTextures(ITextureSource *tsrc, IShaderSource *shdsrc,
479 		scene::IMeshManipulator *meshmanip, Client *client, const TextureSettings &tsettings);
480 #endif
481 
482 private:
483 #ifndef SERVER
484 	/*
485 	 * Checks if any tile texture has any transparent pixels.
486 	 * Prints a warning and returns true if that is the case, false otherwise.
487 	 * This is supposed to be used for use_texture_alpha backwards compatibility.
488 	 */
489 	bool textureAlphaCheck(ITextureSource *tsrc, const TileDef *tiles,
490 		int length);
491 #endif
492 
493 	void setAlphaFromLegacy(u8 legacy_alpha);
494 
495 	u8 getAlphaForLegacy() const;
496 };
497 
498 /*!
499  * @brief This class is for getting the actual properties of nodes from their
500  * content ID.
501  *
502  * @details The nodes on the map are represented by three numbers (see MapNode).
503  * The first number (param0) is the type of a node. All node types have own
504  * properties (see ContentFeatures). This class is for storing and getting the
505  * properties of nodes.
506  * The manager is first filled with registered nodes, then as the game begins,
507  * functions only get `const` pointers to it, to prevent modification of
508  * registered nodes.
509  */
510 class NodeDefManager {
511 public:
512 	/*!
513 	 * Creates a NodeDefManager, and registers three ContentFeatures:
514 	 * \ref CONTENT_AIR, \ref CONTENT_UNKNOWN and \ref CONTENT_IGNORE.
515 	 */
516 	NodeDefManager();
517 	~NodeDefManager();
518 
519 	/*!
520 	 * Returns the properties for the given content type.
521 	 * @param c content type of a node
522 	 * @return properties of the given content type, or \ref CONTENT_UNKNOWN
523 	 * if the given content type is not registered.
524 	 */
get(content_t c)525 	inline const ContentFeatures& get(content_t c) const {
526 		return
527 			c < m_content_features.size() ?
528 				m_content_features[c] : m_content_features[CONTENT_UNKNOWN];
529 	}
530 
531 	/*!
532 	 * Returns the properties of the given node.
533 	 * @param n a map node
534 	 * @return properties of the given node or @ref CONTENT_UNKNOWN if the
535 	 * given content type is not registered.
536 	 */
get(const MapNode & n)537 	inline const ContentFeatures& get(const MapNode &n) const {
538 		return get(n.getContent());
539 	}
540 
541 	/*!
542 	 * Returns the node properties for a node name.
543 	 * @param name name of a node
544 	 * @return properties of the given node or @ref CONTENT_UNKNOWN if
545 	 * not found
546 	 */
547 	const ContentFeatures& get(const std::string &name) const;
548 
549 	/*!
550 	 * Returns the content ID for the given name.
551 	 * @param name a node name
552 	 * @param[out] result will contain the content ID if found, otherwise
553 	 * remains unchanged
554 	 * @return true if the ID was found, false otherwise
555 	 */
556 	bool getId(const std::string &name, content_t &result) const;
557 
558 	/*!
559 	 * Returns the content ID for the given name.
560 	 * @param name a node name
561 	 * @return ID of the node or @ref CONTENT_IGNORE if not found
562 	 */
563 	content_t getId(const std::string &name) const;
564 
565 	/*!
566 	 * Returns the content IDs of the given node name or node group name.
567 	 * Group names start with "group:".
568 	 * @param name a node name or node group name
569 	 * @param[out] result will be appended with matching IDs
570 	 * @return true if `name` is a valid node name or a (not necessarily
571 	 * valid) group name
572 	 */
573 	bool getIds(const std::string &name, std::vector<content_t> &result) const;
574 
575 	/*!
576 	 * Returns the smallest box in integer node coordinates that
577 	 * contains all nodes' selection boxes. The returned box might be larger
578 	 * than the minimal size if the largest node is removed from the manager.
579 	 */
getSelectionBoxIntUnion()580 	inline core::aabbox3d<s16> getSelectionBoxIntUnion() const {
581 		return m_selection_box_int_union;
582 	}
583 
584 	/*!
585 	 * Checks whether a node connects to an adjacent node.
586 	 * @param from the node to be checked
587 	 * @param to the adjacent node
588 	 * @param connect_face a bit field indicating which face of the node is
589 	 * adjacent to the other node.
590 	 * Bits: +y (least significant), -y, -z, -x, +z, +x (most significant).
591 	 * @return true if the node connects, false otherwise
592 	 */
593 	bool nodeboxConnects(MapNode from, MapNode to,
594 			u8 connect_face) const;
595 
596 	/*!
597 	 * Registers a NodeResolver to wait for the registration of
598 	 * ContentFeatures. Once the node registration finishes, all
599 	 * listeners are notified.
600 	 */
601 	void pendNodeResolve(NodeResolver *nr) const;
602 
603 	/*!
604 	 * Stops listening to the NodeDefManager.
605 	 * @return true if the listener was registered before, false otherwise
606 	 */
607 	bool cancelNodeResolveCallback(NodeResolver *nr) const;
608 
609 	/*!
610 	 * Registers a new node type with the given name and allocates a new
611 	 * content ID.
612 	 * Should not be called with an already existing name.
613 	 * @param name name of the node, must match with `def.name`.
614 	 * @param def definition of the registered node type.
615 	 * @return ID of the registered node or @ref CONTENT_IGNORE if
616 	 * the function could not allocate an ID.
617 	 */
618 	content_t set(const std::string &name, const ContentFeatures &def);
619 
620 	/*!
621 	 * Allocates a blank node ID for the given name.
622 	 * @param name name of a node
623 	 * @return allocated ID or @ref CONTENT_IGNORE if could not allocate
624 	 * an ID.
625 	 */
626 	content_t allocateDummy(const std::string &name);
627 
628 	/*!
629 	 * Removes the given node name from the manager.
630 	 * The node ID will remain in the manager, but won't be linked to any name.
631 	 * @param name name to be removed
632 	 */
633 	void removeNode(const std::string &name);
634 
635 	/*!
636 	 * Regenerates the alias list (a map from names to node IDs).
637 	 * @param idef the item definition manager containing alias information
638 	 */
639 	void updateAliases(IItemDefManager *idef);
640 
641 	/*!
642 	 * Replaces the textures of registered nodes with the ones specified in
643 	 * the texturepack's override.txt file
644 	 *
645 	 * @param overrides the texture overrides
646 	 */
647 	void applyTextureOverrides(const std::vector<TextureOverride> &overrides);
648 
649 	/*!
650 	 * Only the client uses this. Loads textures and shaders required for
651 	 * rendering the nodes.
652 	 * @param gamedef must be a Client.
653 	 * @param progress_cbk called each time a node is loaded. Arguments:
654 	 * `progress_cbk_args`, number of loaded ContentFeatures, number of
655 	 * total ContentFeatures.
656 	 * @param progress_cbk_args passed to the callback function
657 	 */
658 	void updateTextures(IGameDef *gamedef,
659 		void (*progress_cbk)(void *progress_args, u32 progress, u32 max_progress),
660 		void *progress_cbk_args);
661 
662 	/*!
663 	 * Writes the content of this manager to the given output stream.
664 	 * @param protocol_version serialization version of ContentFeatures
665 	 */
666 	void serialize(std::ostream &os, u16 protocol_version) const;
667 
668 	/*!
669 	 * Restores the manager from a serialized stream.
670 	 * This clears the previous state.
671 	 * @param is input stream containing a serialized NodeDefManager
672 	 */
673 	void deSerialize(std::istream &is);
674 
675 	/*!
676 	 * Used to indicate that node registration has finished.
677 	 * @param completed tells whether registration is complete
678 	 */
setNodeRegistrationStatus(bool completed)679 	inline void setNodeRegistrationStatus(bool completed) {
680 		m_node_registration_complete = completed;
681 	}
682 
683 	/*!
684 	 * Notifies the registered NodeResolver instances that node registration
685 	 * has finished, then unregisters all listeners.
686 	 * Must be called after node registration has finished!
687 	 */
688 	void runNodeResolveCallbacks();
689 
690 	/*!
691 	 * Sets the registration completion flag to false and unregisters all
692 	 * NodeResolver instances listening to the manager.
693 	 */
694 	void resetNodeResolveState();
695 
696 	/*!
697 	 * Resolves (caches the IDs) cross-references between nodes,
698 	 * like liquid alternatives.
699 	 * Must be called after node registration has finished!
700 	 */
701 	void resolveCrossrefs();
702 
703 private:
704 	/*!
705 	 * Resets the manager to its initial state.
706 	 * See the documentation of the constructor.
707 	 */
708 	void clear();
709 
710 	/*!
711 	 * Allocates a new content ID, and returns it.
712 	 * @return the allocated ID or \ref CONTENT_IGNORE if could not allocate
713 	 */
714 	content_t allocateId();
715 
716 	/*!
717 	 * Binds the given content ID and node name.
718 	 * Registers them in \ref m_name_id_mapping and
719 	 * \ref m_name_id_mapping_with_aliases.
720 	 * @param i a content ID
721 	 * @param name a node name
722 	 */
723 	void addNameIdMapping(content_t i, std::string name);
724 
725 	/*!
726 	 * Removes a content ID from all groups.
727 	 * Erases content IDs from vectors in \ref m_group_to_items and
728 	 * removes empty vectors.
729 	 * @param id Content ID
730 	 */
731 	void eraseIdFromGroups(content_t id);
732 
733 	/*!
734 	 * Recalculates m_selection_box_int_union based on
735 	 * m_selection_box_union.
736 	 */
737 	void fixSelectionBoxIntUnion();
738 
739 	//! Features indexed by ID.
740 	std::vector<ContentFeatures> m_content_features;
741 
742 	//! A mapping for fast conversion between names and IDs
743 	NameIdMapping m_name_id_mapping;
744 
745 	/*!
746 	 * Like @ref m_name_id_mapping, but maps only from names to IDs, and
747 	 * includes aliases too. Updated by \ref updateAliases().
748 	 * Note: Not serialized.
749 	 */
750 	std::unordered_map<std::string, content_t> m_name_id_mapping_with_aliases;
751 
752 	/*!
753 	 * A mapping from group names to a vector of content types that belong
754 	 * to it. Necessary for a direct lookup in \ref getIds().
755 	 * Note: Not serialized.
756 	 */
757 	std::unordered_map<std::string, std::vector<content_t>> m_group_to_items;
758 
759 	/*!
760 	 * The next ID that might be free to allocate.
761 	 * It can be allocated already, because \ref CONTENT_AIR,
762 	 * \ref CONTENT_UNKNOWN and \ref CONTENT_IGNORE are registered when the
763 	 * manager is initialized, and new IDs are allocated from 0.
764 	 */
765 	content_t m_next_id;
766 
767 	//! True if all nodes have been registered.
768 	bool m_node_registration_complete;
769 
770 	/*!
771 	 * The union of all nodes' selection boxes.
772 	 * Might be larger if big nodes are removed from the manager.
773 	 */
774 	aabb3f m_selection_box_union;
775 
776 	/*!
777 	 * The smallest box in integer node coordinates that
778 	 * contains all nodes' selection boxes.
779 	 * Might be larger if big nodes are removed from the manager.
780 	 */
781 	core::aabbox3d<s16> m_selection_box_int_union;
782 
783 	/*!
784 	 * NodeResolver instances to notify once node registration has finished.
785 	 * Even constant NodeDefManager instances can register listeners.
786 	 */
787 	mutable std::vector<NodeResolver *> m_pending_resolve_callbacks;
788 };
789 
790 NodeDefManager *createNodeDefManager();
791 
792 class NodeResolver {
793 public:
794 	NodeResolver();
795 	virtual ~NodeResolver();
796 	virtual void resolveNodeNames() = 0;
797 
798 	// required because this class is used as mixin for ObjDef
799 	void cloneTo(NodeResolver *res) const;
800 
801 	bool getIdFromNrBacklog(content_t *result_out,
802 		const std::string &node_alt, content_t c_fallback,
803 		bool error_on_fallback = true);
804 	bool getIdsFromNrBacklog(std::vector<content_t> *result_out,
805 		bool all_required = false, content_t c_fallback = CONTENT_IGNORE);
806 
807 	void nodeResolveInternal();
808 
809 	u32 m_nodenames_idx = 0;
810 	u32 m_nnlistsizes_idx = 0;
811 	std::vector<std::string> m_nodenames;
812 	std::vector<size_t> m_nnlistsizes;
813 	const NodeDefManager *m_ndef = nullptr;
814 	bool m_resolve_done = false;
815 };
816