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authorEkdohibs <nathanael.courant@laposte.net>2016-05-22 20:33:06 +0200
committerEkdohibs <nathanael.courant@laposte.net>2016-05-23 12:46:45 +0200
commit725edc78b214f8ffa5494ed846755083295c3feb (patch)
tree5839e5a76f0c49870ce46a4c97925087f68118ba /src/nodedef.cpp
parent423d8c1b0d3841f6ce9756ab0d6b2e10408fc89b (diff)
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Move updateTextures and fillTileAttribs to ContentFeatures
Diffstat (limited to 'src/nodedef.cpp')
-rw-r--r--src/nodedef.cpp534
1 files changed, 273 insertions, 261 deletions
diff --git a/src/nodedef.cpp b/src/nodedef.cpp
index 3a2cb00b1..1691289c2 100644
--- a/src/nodedef.cpp
+++ b/src/nodedef.cpp
@@ -247,6 +247,28 @@ static void deSerializeSimpleSoundSpec(SimpleSoundSpec &ss, std::istream &is)
ss.gain = readF1000(is);
}
+void TextureSettings::readSettings()
+{
+ connected_glass = g_settings->getBool("connected_glass");
+ opaque_water = g_settings->getBool("opaque_water");
+ bool enable_shaders = g_settings->getBool("enable_shaders");
+ bool enable_bumpmapping = g_settings->getBool("enable_bumpmapping");
+ bool enable_parallax_occlusion = g_settings->getBool("enable_parallax_occlusion");
+ enable_mesh_cache = g_settings->getBool("enable_mesh_cache");
+ enable_minimap = g_settings->getBool("enable_minimap");
+ std::string leaves_style_str = g_settings->get("leaves_style");
+
+ use_normal_texture = enable_shaders &&
+ (enable_bumpmapping || enable_parallax_occlusion);
+ if (leaves_style_str == "fancy") {
+ leaves_style = LEAVES_FANCY;
+ } else if (leaves_style_str == "simple") {
+ leaves_style = LEAVES_SIMPLE;
+ } else {
+ leaves_style = LEAVES_OPAQUE;
+ }
+}
+
/*
ContentFeatures
*/
@@ -486,6 +508,254 @@ void ContentFeatures::deSerialize(std::istream &is)
}catch(SerializationError &e) {};
}
+#ifndef SERVER
+void ContentFeatures::fillTileAttribs(ITextureSource *tsrc, TileSpec *tile,
+ TileDef *tiledef, u32 shader_id, bool use_normal_texture,
+ bool backface_culling, u8 alpha, u8 material_type)
+{
+ tile->shader_id = shader_id;
+ tile->texture = tsrc->getTextureForMesh(tiledef->name, &tile->texture_id);
+ tile->alpha = alpha;
+ tile->material_type = material_type;
+
+ // Normal texture and shader flags texture
+ if (use_normal_texture) {
+ tile->normal_texture = tsrc->getNormalTexture(tiledef->name);
+ }
+ tile->flags_texture = tsrc->getShaderFlagsTexture(tile->normal_texture ? true : false);
+
+ // Material flags
+ tile->material_flags = 0;
+ if (backface_culling)
+ tile->material_flags |= MATERIAL_FLAG_BACKFACE_CULLING;
+ if (tiledef->animation.type == TAT_VERTICAL_FRAMES)
+ tile->material_flags |= MATERIAL_FLAG_ANIMATION_VERTICAL_FRAMES;
+ if (tiledef->tileable_horizontal)
+ tile->material_flags |= MATERIAL_FLAG_TILEABLE_HORIZONTAL;
+ if (tiledef->tileable_vertical)
+ tile->material_flags |= MATERIAL_FLAG_TILEABLE_VERTICAL;
+
+ // Animation parameters
+ int frame_count = 1;
+ if (tile->material_flags & MATERIAL_FLAG_ANIMATION_VERTICAL_FRAMES) {
+ // Get texture size to determine frame count by aspect ratio
+ v2u32 size = tile->texture->getOriginalSize();
+ int frame_height = (float)size.X /
+ (float)tiledef->animation.aspect_w *
+ (float)tiledef->animation.aspect_h;
+ frame_count = size.Y / frame_height;
+ int frame_length_ms = 1000.0 * tiledef->animation.length / frame_count;
+ tile->animation_frame_count = frame_count;
+ tile->animation_frame_length_ms = frame_length_ms;
+ }
+
+ if (frame_count == 1) {
+ tile->material_flags &= ~MATERIAL_FLAG_ANIMATION_VERTICAL_FRAMES;
+ } else {
+ std::ostringstream os(std::ios::binary);
+ tile->frames.resize(frame_count);
+
+ for (int i = 0; i < frame_count; i++) {
+
+ FrameSpec frame;
+
+ os.str("");
+ os << tiledef->name << "^[verticalframe:"
+ << frame_count << ":" << i;
+
+ frame.texture = tsrc->getTextureForMesh(os.str(), &frame.texture_id);
+ if (tile->normal_texture)
+ frame.normal_texture = tsrc->getNormalTexture(os.str());
+ frame.flags_texture = tile->flags_texture;
+ tile->frames[i] = frame;
+ }
+ }
+}
+#endif
+
+#ifndef SERVER
+void ContentFeatures::updateTextures(ITextureSource *tsrc, IShaderSource *shdsrc,
+ scene::ISceneManager *smgr, scene::IMeshManipulator *meshmanip,
+ IGameDef *gamedef, const TextureSettings &tsettings)
+{
+ // minimap pixel color - the average color of a texture
+ if (tsettings.enable_minimap && tiledef[0].name != "")
+ minimap_color = tsrc->getTextureAverageColor(tiledef[0].name);
+
+ // Figure out the actual tiles to use
+ TileDef tdef[6];
+ for (u32 j = 0; j < 6; j++) {
+ tdef[j] = tiledef[j];
+ if (tdef[j].name == "")
+ tdef[j].name = "unknown_node.png";
+ }
+
+ bool is_liquid = false;
+ bool is_water_surface = false;
+
+ u8 material_type = (alpha == 255) ?
+ TILE_MATERIAL_BASIC : TILE_MATERIAL_ALPHA;
+
+ switch (drawtype) {
+ default:
+ case NDT_NORMAL:
+ solidness = 2;
+ break;
+ case NDT_AIRLIKE:
+ solidness = 0;
+ break;
+ case NDT_LIQUID:
+ assert(liquid_type == LIQUID_SOURCE);
+ if (tsettings.opaque_water)
+ alpha = 255;
+ solidness = 1;
+ is_liquid = true;
+ break;
+ case NDT_FLOWINGLIQUID:
+ assert(liquid_type == LIQUID_FLOWING);
+ solidness = 0;
+ if (tsettings.opaque_water)
+ alpha = 255;
+ is_liquid = true;
+ break;
+ case NDT_GLASSLIKE:
+ solidness = 0;
+ visual_solidness = 1;
+ break;
+ case NDT_GLASSLIKE_FRAMED:
+ solidness = 0;
+ visual_solidness = 1;
+ break;
+ case NDT_GLASSLIKE_FRAMED_OPTIONAL:
+ solidness = 0;
+ visual_solidness = 1;
+ drawtype = tsettings.connected_glass ? NDT_GLASSLIKE_FRAMED : NDT_GLASSLIKE;
+ break;
+ case NDT_ALLFACES:
+ solidness = 0;
+ visual_solidness = 1;
+ break;
+ case NDT_ALLFACES_OPTIONAL:
+ if (tsettings.leaves_style == LEAVES_FANCY) {
+ drawtype = NDT_ALLFACES;
+ solidness = 0;
+ visual_solidness = 1;
+ } else if (tsettings.leaves_style == LEAVES_SIMPLE) {
+ for (u32 j = 0; j < 6; j++) {
+ if (tiledef_special[j].name != "")
+ tdef[j].name = tiledef_special[j].name;
+ }
+ drawtype = NDT_GLASSLIKE;
+ solidness = 0;
+ visual_solidness = 1;
+ } else {
+ drawtype = NDT_NORMAL;
+ solidness = 2;
+ for (u32 i = 0; i < 6; i++)
+ tdef[i].name += std::string("^[noalpha");
+ }
+ if (waving == 1)
+ material_type = TILE_MATERIAL_WAVING_LEAVES;
+ break;
+ case NDT_PLANTLIKE:
+ solidness = 0;
+ if (waving == 1)
+ material_type = TILE_MATERIAL_WAVING_PLANTS;
+ break;
+ case NDT_FIRELIKE:
+ solidness = 0;
+ break;
+ case NDT_MESH:
+ solidness = 0;
+ break;
+ case NDT_TORCHLIKE:
+ case NDT_SIGNLIKE:
+ case NDT_FENCELIKE:
+ case NDT_RAILLIKE:
+ case NDT_NODEBOX:
+ solidness = 0;
+ break;
+ }
+
+ if (is_liquid) {
+ material_type = (alpha == 255) ?
+ TILE_MATERIAL_LIQUID_OPAQUE : TILE_MATERIAL_LIQUID_TRANSPARENT;
+ if (name == "default:water_source")
+ is_water_surface = true;
+ }
+
+ u32 tile_shader[6];
+ for (u16 j = 0; j < 6; j++) {
+ tile_shader[j] = shdsrc->getShader("nodes_shader",
+ material_type, drawtype);
+ }
+
+ if (is_water_surface) {
+ tile_shader[0] = shdsrc->getShader("water_surface_shader",
+ material_type, drawtype);
+ }
+
+ // Tiles (fill in f->tiles[])
+ for (u16 j = 0; j < 6; j++) {
+ fillTileAttribs(tsrc, &tiles[j], &tdef[j], tile_shader[j],
+ tsettings.use_normal_texture,
+ tiledef[j].backface_culling, alpha, material_type);
+ }
+
+ // Special tiles (fill in f->special_tiles[])
+ for (u16 j = 0; j < CF_SPECIAL_COUNT; j++) {
+ fillTileAttribs(tsrc, &special_tiles[j], &tiledef_special[j],
+ tile_shader[j], tsettings.use_normal_texture,
+ tiledef_special[j].backface_culling, alpha, material_type);
+ }
+
+ if ((drawtype == NDT_MESH) && (mesh != "")) {
+ // Meshnode drawtype
+ // Read the mesh and apply scale
+ mesh_ptr[0] = gamedef->getMesh(mesh);
+ if (mesh_ptr[0]){
+ v3f scale = v3f(1.0, 1.0, 1.0) * BS * visual_scale;
+ scaleMesh(mesh_ptr[0], scale);
+ recalculateBoundingBox(mesh_ptr[0]);
+ meshmanip->recalculateNormals(mesh_ptr[0], true, false);
+ }
+ } else if ((drawtype == NDT_NODEBOX) &&
+ ((node_box.type == NODEBOX_REGULAR) ||
+ (node_box.type == NODEBOX_FIXED)) &&
+ (!node_box.fixed.empty())) {
+ //Convert regular nodebox nodes to meshnodes
+ //Change the drawtype and apply scale
+ drawtype = NDT_MESH;
+ mesh_ptr[0] = convertNodeboxesToMesh(node_box.fixed);
+ v3f scale = v3f(1.0, 1.0, 1.0) * visual_scale;
+ scaleMesh(mesh_ptr[0], scale);
+ recalculateBoundingBox(mesh_ptr[0]);
+ meshmanip->recalculateNormals(mesh_ptr[0], true, false);
+ }
+
+ //Cache 6dfacedir and wallmounted rotated clones of meshes
+ if (tsettings.enable_mesh_cache && mesh_ptr[0] && (param_type_2 == CPT2_FACEDIR)) {
+ for (u16 j = 1; j < 24; j++) {
+ mesh_ptr[j] = cloneMesh(mesh_ptr[0]);
+ rotateMeshBy6dFacedir(mesh_ptr[j], j);
+ recalculateBoundingBox(mesh_ptr[j]);
+ meshmanip->recalculateNormals(mesh_ptr[j], true, false);
+ }
+ } else if (tsettings.enable_mesh_cache && mesh_ptr[0] && (param_type_2 == CPT2_WALLMOUNTED)) {
+ static const u8 wm_to_6d[6] = {20, 0, 16+1, 12+3, 8, 4+2};
+ for (u16 j = 1; j < 6; j++) {
+ mesh_ptr[j] = cloneMesh(mesh_ptr[0]);
+ rotateMeshBy6dFacedir(mesh_ptr[j], wm_to_6d[j]);
+ recalculateBoundingBox(mesh_ptr[j]);
+ meshmanip->recalculateNormals(mesh_ptr[j], true, false);
+ }
+ rotateMeshBy6dFacedir(mesh_ptr[0], wm_to_6d[0]);
+ recalculateBoundingBox(mesh_ptr[0]);
+ meshmanip->recalculateNormals(mesh_ptr[0], true, false);
+ }
+}
+#endif
+
/*
CNodeDefManager
*/
@@ -525,11 +795,6 @@ public:
private:
void addNameIdMapping(content_t i, std::string name);
-#ifndef SERVER
- void fillTileAttribs(ITextureSource *tsrc, TileSpec *tile, TileDef *tiledef,
- u32 shader_id, bool use_normal_texture, bool backface_culling,
- u8 alpha, u8 material_type);
-#endif
// Features indexed by id
std::vector<ContentFeatures> m_content_features;
@@ -890,271 +1155,18 @@ void CNodeDefManager::updateTextures(IGameDef *gamedef,
IShaderSource *shdsrc = gamedef->getShaderSource();
scene::ISceneManager* smgr = gamedef->getSceneManager();
scene::IMeshManipulator* meshmanip = smgr->getMeshManipulator();
-
- bool connected_glass = g_settings->getBool("connected_glass");
- bool opaque_water = g_settings->getBool("opaque_water");
- bool enable_shaders = g_settings->getBool("enable_shaders");
- bool enable_bumpmapping = g_settings->getBool("enable_bumpmapping");
- bool enable_parallax_occlusion = g_settings->getBool("enable_parallax_occlusion");
- bool enable_mesh_cache = g_settings->getBool("enable_mesh_cache");
- bool enable_minimap = g_settings->getBool("enable_minimap");
- std::string leaves_style = g_settings->get("leaves_style");
-
- bool use_normal_texture = enable_shaders &&
- (enable_bumpmapping || enable_parallax_occlusion);
+ TextureSettings tsettings;
+ tsettings.readSettings();
u32 size = m_content_features.size();
for (u32 i = 0; i < size; i++) {
- ContentFeatures *f = &m_content_features[i];
-
- // minimap pixel color - the average color of a texture
- if (enable_minimap && f->tiledef[0].name != "")
- f->minimap_color = tsrc->getTextureAverageColor(f->tiledef[0].name);
-
- // Figure out the actual tiles to use
- TileDef tiledef[6];
- for (u32 j = 0; j < 6; j++) {
- tiledef[j] = f->tiledef[j];
- if (tiledef[j].name == "")
- tiledef[j].name = "unknown_node.png";
- }
-
- bool is_liquid = false;
- bool is_water_surface = false;
-
- u8 material_type = (f->alpha == 255) ?
- TILE_MATERIAL_BASIC : TILE_MATERIAL_ALPHA;
-
- switch (f->drawtype) {
- default:
- case NDT_NORMAL:
- f->solidness = 2;
- break;
- case NDT_AIRLIKE:
- f->solidness = 0;
- break;
- case NDT_LIQUID:
- assert(f->liquid_type == LIQUID_SOURCE);
- if (opaque_water)
- f->alpha = 255;
- f->solidness = 1;
- is_liquid = true;
- break;
- case NDT_FLOWINGLIQUID:
- assert(f->liquid_type == LIQUID_FLOWING);
- f->solidness = 0;
- if (opaque_water)
- f->alpha = 255;
- is_liquid = true;
- break;
- case NDT_GLASSLIKE:
- f->solidness = 0;
- f->visual_solidness = 1;
- break;
- case NDT_GLASSLIKE_FRAMED:
- f->solidness = 0;
- f->visual_solidness = 1;
- break;
- case NDT_GLASSLIKE_FRAMED_OPTIONAL:
- f->solidness = 0;
- f->visual_solidness = 1;
- f->drawtype = connected_glass ? NDT_GLASSLIKE_FRAMED : NDT_GLASSLIKE;
- break;
- case NDT_ALLFACES:
- f->solidness = 0;
- f->visual_solidness = 1;
- break;
- case NDT_ALLFACES_OPTIONAL:
- if (leaves_style == "fancy") {
- f->drawtype = NDT_ALLFACES;
- f->solidness = 0;
- f->visual_solidness = 1;
- } else if (leaves_style == "simple") {
- for (u32 j = 0; j < 6; j++) {
- if (f->tiledef_special[j].name != "")
- tiledef[j].name = f->tiledef_special[j].name;
- }
- f->drawtype = NDT_GLASSLIKE;
- f->solidness = 0;
- f->visual_solidness = 1;
- } else {
- f->drawtype = NDT_NORMAL;
- f->solidness = 2;
- for (u32 i = 0; i < 6; i++)
- tiledef[i].name += std::string("^[noalpha");
- }
- if (f->waving == 1)
- material_type = TILE_MATERIAL_WAVING_LEAVES;
- break;
- case NDT_PLANTLIKE:
- f->solidness = 0;
- if (f->waving == 1)
- material_type = TILE_MATERIAL_WAVING_PLANTS;
- break;
- case NDT_FIRELIKE:
- f->solidness = 0;
- break;
- case NDT_MESH:
- f->solidness = 0;
- break;
- case NDT_TORCHLIKE:
- case NDT_SIGNLIKE:
- case NDT_FENCELIKE:
- case NDT_RAILLIKE:
- case NDT_NODEBOX:
- f->solidness = 0;
- break;
- }
-
- if (is_liquid) {
- material_type = (f->alpha == 255) ?
- TILE_MATERIAL_LIQUID_OPAQUE : TILE_MATERIAL_LIQUID_TRANSPARENT;
- if (f->name == "default:water_source")
- is_water_surface = true;
- }
-
- u32 tile_shader[6];
- for (u16 j = 0; j < 6; j++) {
- tile_shader[j] = shdsrc->getShader("nodes_shader",
- material_type, f->drawtype);
- }
-
- if (is_water_surface) {
- tile_shader[0] = shdsrc->getShader("water_surface_shader",
- material_type, f->drawtype);
- }
-
- // Tiles (fill in f->tiles[])
- for (u16 j = 0; j < 6; j++) {
- fillTileAttribs(tsrc, &f->tiles[j], &tiledef[j], tile_shader[j],
- use_normal_texture, f->tiledef[j].backface_culling, f->alpha, material_type);
- }
-
- // Special tiles (fill in f->special_tiles[])
- for (u16 j = 0; j < CF_SPECIAL_COUNT; j++) {
- fillTileAttribs(tsrc, &f->special_tiles[j], &f->tiledef_special[j],
- tile_shader[j], use_normal_texture,
- f->tiledef_special[j].backface_culling, f->alpha, material_type);
- }
-
- if ((f->drawtype == NDT_MESH) && (f->mesh != "")) {
- // Meshnode drawtype
- // Read the mesh and apply scale
- f->mesh_ptr[0] = gamedef->getMesh(f->mesh);
- if (f->mesh_ptr[0]){
- v3f scale = v3f(1.0, 1.0, 1.0) * BS * f->visual_scale;
- scaleMesh(f->mesh_ptr[0], scale);
- recalculateBoundingBox(f->mesh_ptr[0]);
- meshmanip->recalculateNormals(f->mesh_ptr[0], true, false);
- }
- } else if ((f->drawtype == NDT_NODEBOX) &&
- ((f->node_box.type == NODEBOX_REGULAR) ||
- (f->node_box.type == NODEBOX_FIXED)) &&
- (!f->node_box.fixed.empty())) {
- //Convert regular nodebox nodes to meshnodes
- //Change the drawtype and apply scale
- f->drawtype = NDT_MESH;
- f->mesh_ptr[0] = convertNodeboxesToMesh(f->node_box.fixed);
- v3f scale = v3f(1.0, 1.0, 1.0) * f->visual_scale;
- scaleMesh(f->mesh_ptr[0], scale);
- recalculateBoundingBox(f->mesh_ptr[0]);
- meshmanip->recalculateNormals(f->mesh_ptr[0], true, false);
- }
-
- //Cache 6dfacedir and wallmounted rotated clones of meshes
- if (enable_mesh_cache && f->mesh_ptr[0] && (f->param_type_2 == CPT2_FACEDIR)) {
- for (u16 j = 1; j < 24; j++) {
- f->mesh_ptr[j] = cloneMesh(f->mesh_ptr[0]);
- rotateMeshBy6dFacedir(f->mesh_ptr[j], j);
- recalculateBoundingBox(f->mesh_ptr[j]);
- meshmanip->recalculateNormals(f->mesh_ptr[j], true, false);
- }
- } else if (enable_mesh_cache && f->mesh_ptr[0] && (f->param_type_2 == CPT2_WALLMOUNTED)) {
- static const u8 wm_to_6d[6] = {20, 0, 16+1, 12+3, 8, 4+2};
- for (u16 j = 1; j < 6; j++) {
- f->mesh_ptr[j] = cloneMesh(f->mesh_ptr[0]);
- rotateMeshBy6dFacedir(f->mesh_ptr[j], wm_to_6d[j]);
- recalculateBoundingBox(f->mesh_ptr[j]);
- meshmanip->recalculateNormals(f->mesh_ptr[j], true, false);
- }
- rotateMeshBy6dFacedir(f->mesh_ptr[0], wm_to_6d[0]);
- recalculateBoundingBox(f->mesh_ptr[0]);
- meshmanip->recalculateNormals(f->mesh_ptr[0], true, false);
- }
-
+ m_content_features[i].updateTextures(tsrc, shdsrc, smgr, meshmanip, gamedef, tsettings);
progress_callback(progress_callback_args, i, size);
}
#endif
}
-
-#ifndef SERVER
-void CNodeDefManager::fillTileAttribs(ITextureSource *tsrc, TileSpec *tile,
- TileDef *tiledef, u32 shader_id, bool use_normal_texture,
- bool backface_culling, u8 alpha, u8 material_type)
-{
- tile->shader_id = shader_id;
- tile->texture = tsrc->getTextureForMesh(tiledef->name, &tile->texture_id);
- tile->alpha = alpha;
- tile->material_type = material_type;
-
- // Normal texture and shader flags texture
- if (use_normal_texture) {
- tile->normal_texture = tsrc->getNormalTexture(tiledef->name);
- }
- tile->flags_texture = tsrc->getShaderFlagsTexture(tile->normal_texture ? true : false);
-
- // Material flags
- tile->material_flags = 0;
- if (backface_culling)
- tile->material_flags |= MATERIAL_FLAG_BACKFACE_CULLING;
- if (tiledef->animation.type == TAT_VERTICAL_FRAMES)
- tile->material_flags |= MATERIAL_FLAG_ANIMATION_VERTICAL_FRAMES;
- if (tiledef->tileable_horizontal)
- tile->material_flags |= MATERIAL_FLAG_TILEABLE_HORIZONTAL;
- if (tiledef->tileable_vertical)
- tile->material_flags |= MATERIAL_FLAG_TILEABLE_VERTICAL;
-
- // Animation parameters
- int frame_count = 1;
- if (tile->material_flags & MATERIAL_FLAG_ANIMATION_VERTICAL_FRAMES) {
- // Get texture size to determine frame count by aspect ratio
- v2u32 size = tile->texture->getOriginalSize();
- int frame_height = (float)size.X /
- (float)tiledef->animation.aspect_w *
- (float)tiledef->animation.aspect_h;
- frame_count = size.Y / frame_height;
- int frame_length_ms = 1000.0 * tiledef->animation.length / frame_count;
- tile->animation_frame_count = frame_count;
- tile->animation_frame_length_ms = frame_length_ms;
- }
-
- if (frame_count == 1) {
- tile->material_flags &= ~MATERIAL_FLAG_ANIMATION_VERTICAL_FRAMES;
- } else {
- std::ostringstream os(std::ios::binary);
- tile->frames.resize(frame_count);
-
- for (int i = 0; i < frame_count; i++) {
-
- FrameSpec frame;
-
- os.str("");
- os << tiledef->name << "^[verticalframe:"
- << frame_count << ":" << i;
-
- frame.texture = tsrc->getTextureForMesh(os.str(), &frame.texture_id);
- if (tile->normal_texture)
- frame.normal_texture = tsrc->getNormalTexture(os.str());
- frame.flags_texture = tile->flags_texture;
- tile->frames[i] = frame;
- }
- }
-}
-#endif
-
-
void CNodeDefManager::serialize(std::ostream &os, u16 protocol_version) const
{
writeU8(os, 1); // version