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* Refactor around translatePasswordest312015-04-17
| | | | | | | Change types for passed password from wstring to string, which removes converting back and forth in most cases. Move the narrow_to_wide conversion, where its neccessary, closer to irrlicht. Remove trailing spaces in guiPasswordChange.cpp. Make parameters for translatePassword passed as const reference.
* Schematics: Refactor NodeResolver and add NodeResolveMethodkwolekr2015-04-16
| | | | | | | | | NodeResolver name lists now belong to the NodeResolver object instead of the associated NodeDefManager. In addition to minimizing unnecessary abstraction and overhead, this move permits NodeResolvers to look up nodes that they had previously set pending for resolution. So far, this functionality has been used in the case of schematics for serialization/deserialization.
* Make comments consistent with TOSERVER_INIT -> TOSERVER_INIT_LEGACY renameest312015-04-07
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* Change screenshot filename to one likely to work on all modern filesystemsCraig Robbins2015-04-06
| | | | Fixes #2603
* Move globals from main.cpp to more sane locationsCraig Robbins2015-04-01
| | | | | | | | | | | | Move debug streams to log.cpp|h Move GUI-related globals to clientlauncher Move g_settings and g_settings_path to settings.cpp|h Move g_menuclouds to clouds.cpp|h Move g_profiler to profiler.cpp|h
* Clean scaling pre-filter for formspec/HUD.Aaron Suen2015-04-01
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* Connection::Receive(): receive Network Packet instead of SharedBuffer<u8>.Loic Blot2015-03-31
| | | | | | | Because we get a Buffer<u8> from ConnectionEvent, don't convert it to SharedBuffer<u8> and return it to Server/Client::Receive which will convert it to NetworkPacket Instead, put the Buffer<u8> directly to NetworkPacket and return it to packet processing This remove a long existing memory copy Also check the packet size directly into Connection::Receive instead of packet processing
* Change format of screenshot namesCraig Robbins2015-03-31
| | | | | | | | Filename screenshot_ + ISO 8601 format + [-serial] i.e. screenshot_YYYY-MM-DDTHH::MM::SS[-serial].png Serial is added if the filename + timestamp already exists and is in the range 1 to 999
* Clean up and tweak build systemShadowNinja2015-03-27
| | | | | | | | | | | | | | | | * Combine client and server man pages. * Update unit test options and available databases in man page. * Add `--worldname` to man page. * Fix a bunch of places where `"Minetest"` was used directly instead of `PROJECT_NAME`. * Disable server build by default on all operating systems. * Make `ENABLE_FREETYPE` not fail if FreeType isn't found. * Enable LevelDB, Redis, and FreeType detection by default. * Remove the `VERSION_PATCH_ORIG` hack. * Add option to search for and use system JSONCPP. * Remove broken LuaJIT version detection. * Rename `DISABLE_LUAJIT` to `ENABLE_LUAJIT`. * Rename `minetest_*` variables in `version.{h,cpp}` to `g_*`. * Clean up style of CMake files.
* Change filename of screenshots to something more human readableCraig Robbins2015-03-25
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* Move client packet generators to dedicated functions for:Loic Blot2015-03-16
| | | | | | | | * TOSERVER_INIT_LEGACY * TOSERVER_DELETEDBLOCKS * TOSERVER_GOTBLOCKS * TOSERVER_REMOVED_SOUNDS Also use a std::vector instead of std::set for TOSERVER_REMOVED_SOUNDS
* Finer progress bar updates when initializing nodesest312015-03-15
| | | | The bar is only drawn when the user will notice a change, which prevents time overheads that this commit would cause, resulting from useless draws.
* client.cpp: typo fix and break; fix to make some compilers happyLoic Blot2015-03-13
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* Replace NetworkPacket pointers to referencesLoic Blot2015-03-13
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* Rename some packet and handlers to <packet>_Legacy name for compat layer ↵Loic Blot2015-03-13
| | | | between new network changes and old network clients
* Fix memleak pointed by issue #2439.Loic Blot2015-03-08
| | | | Also change bzero to memset. bzero doesn't work on windows
* Fix unitialized data when creating TOSERVER_INIT packetLoic Blot2015-03-08
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* For usages of assert() that are meant to persist in Release builds (when ↵Craig Robbins2015-03-07
| | | | NDEBUG is defined), replace those usages with persistent alternatives
* Clean up database API and save the local map on an intervalShadowNinja2015-03-06
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* Performance improvement: Use std::list instead of std::vector for ↵Loic Blot2015-03-05
| | | | | | request_media, Server::getModNames, Environment::m_simple_objects. * Also remove unused Server::m_modspaths
* Remove Queue class which uses std::list and use native std::queueLoic Blot2015-03-05
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* Fix some memory leaks on packet sending.Loic Blot2015-02-21
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* Replace std::list by std::vector into timerUpdate callsLoic Blot2015-02-17
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* Remove old comment from Network Rework Patch 2/4Loic Blot2015-02-17
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* [Patch 2/4] Network rework: packet writing, sending and cleanupsLoic Blot2015-02-16
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | NetworkPacket.cpp: * Remove some deprecated functions, we must use streaming interface * m_data converted from u8* to std::vector<u8> * Add an exporter to forge packet to Connection object * implement operator << std::wstring. n * implement operator << std::string * dynamic resize when write packet content. * fix string writing and performances. * create ServerCommandFactory, used by client to get useful informations about packet processing (sending). * Reliability * Transmit channel * Implement putRawString for some ugly char (_INIT packet), and use it. * Many packet read and write migrated * Implement oldForgePacket to interface writing with current connection * fix U8/char/bool writing * fix string writing and performances. * add some missing functions * Use v3s16 read instead of reading x,y,z separately * Add irr::video::SColor support into packets * Add some missing handlers * Add a template function to increase offset * Throw a serialization error on packet reading (must be improved) PacketFactories: * Create ServerCommandFactory, used by client to get useful informations about packet processing (sending). * Create ClientCommandFactory, used by server to get useful informations about packet processing (sending). Client.cpp: * implement NetworkPacket ::Send interface. * Move packet handlers to a dedicated file * Remove Client::Send(SharedBuffer) Server.cpp: * implement NetworkPacket ::Send interface. * Rewrite all packets using NetworkPacket * Move packet handlers to a dedicated file * Remove Server::Send(SharedBuffer) ClientIface.cpp: * Remove sendToAll(SharedBuffer<u8>) Connection.hpp rework: * Remove duplicate include * Remove duplicate negation * Remove a useless variable * Improve code performance by using a m_peers_list instead of scanning m_peers map * Remove Connection::Send(SharedBuffer) * Fix useafterfree into NetworkPacket Sending * Remove unused Connection::sendToAll Test.cpp: * Remove dead code * Update tests to use NetworkPackets Misc: * add new wrappers to Send packets in client, using NetworkPacket * Add NetworkPacket methods for Connection * coding style fix * dead code since changes cleanup * Use v3s16 read instead of reading x,y,z separately in some packets * Use different files to handle packets received by client and server * Cleanup: Remove useless includes ok @Zeno- Tested by @Zeno- @VanessaE and @nerzhul on running servers
* Remove workaround in itemdef.cpp to enable/disable/enable "enable_shaders" ↵Craig Robbins2015-02-11
| | | | | | | setting * Increase performance (client) * Avoid changing a global value to solve a local problem
* Revert "Remove workaround in itemdef.cpp to enable/disable/enable ↵Craig Robbins2015-02-11
| | | | | | "enable_shaders" setting" This reverts commit d25ff8fd2592f457b91e8a61240694af3902d23f.
* Remove workaround in itemdef.cpp to enable/disable/enable "enable_shaders" ↵Craig Robbins2015-02-11
| | | | | | | setting * Increase performance (client) * Avoid changing a global value to solve a local problem
* Network Layer 7 rework (Packet handling)Loic Blot2015-02-10
| | | | | | | | | | | | | | * Move networkcode to a dedicated directory * Rename clientserver.h to network/networkprotocol.h (Better name) and sanitize some includes * Create object NetworkPacket * It stores command (opcode) and data separated * It also stores peer_id * Data reading can be done by using a streaming interface * Change packet routing analysis * Remove old conditional analysis * Now uses function pointed analysis and add connection state ({Client,Server}::handlers) * Connection state permit to categorize condition to handle before analyze packets * Create a handler for depreciated messages, instead of duplicating code
* Reduce gettext wide/narrow and string/char* conversionsShadowNinja2015-02-05
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* Fix local map saving when joining a local server from the server tabCraig Robbins2015-01-31
| | | | | | Disables local map saving for all local server types See: https://github.com/minetest/minetest/issues/2024
* Fix memory leaks due to messed up memory handling for particles as well as ↵sapier2015-01-09
| | | | their spawners
* NodeResolver: Perform callback immediately if node registration phase finishedkwolekr2015-01-04
| | | | Also add NodeResolver callbacks on the client
* More consistent progress bar from 0-100 on startupsapier2015-01-02
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* Fix missing call to std::ostringstream::strShadowNinja2014-12-12
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* Use std::string::empty() instead of size() where applicableAnton2014-12-12
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* Fix lighting artifacts (Issue #1887).RealBadAngel2014-12-08
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* Performance of main client loop up to 2x faster In places, up to 3 times fasterCraig Robbins2014-12-07
| | | | | NOTE 1: This does not mean a 2x increase in framerate. Increase in fps may be up to 1-2fps NOTE 2: This local 'caching' of settings is not optimal and an alternative solution will be worked on after 0.4.11 is released
* Fix node 0,0,0 being highlighted when enable_node_highlighting == falseCraig Robbins2014-12-01
| | | | | Without this patch node 0,0,0 is highlighted when enable_node_highligting is false There is a minor lighting issue remaining, however it seems to be related to a different bug (https://github.com/minetest/minetest/issues/1887)
* Implement proper font handlingsapier2014-11-30
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* Fix client "double saving" simple singleplayer local mapsCraig Robbins2014-11-26
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* Add (optional) client-side saving of server map to disksfan52014-11-19
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* Speed up removing a node (less block mesh updates).RealBadAngel2014-11-08
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* Recalculate normals for cached meshes.RealBadAngel2014-10-21
| | | | | | Check if mesh is here before adding to meshcollector. Fix deleting the meshes.
* Various uninitialised variable fixesCraig Robbins2014-10-19
| | | | | | sky.cpp: m_bgcolor.getAlpha() was being used before initialised mesh related: m_highlight_mesh_color was being used uninitialised
* Add meshnode drawtype.RealBadAngel2014-10-18
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* Simplify player modification checksShadowNinja2014-10-01
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* Split settings into seperate source and header filesShadowNinja2014-09-21
| | | | This also cleans up settings a bit
* Allow taking screenshots of formspecs and move message to chatBlockMen2014-09-21
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* Node highlighting.RealBadAngel2014-09-17
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/span> LEAVES_FANCY, LEAVES_SIMPLE, 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 enable_mesh_cache; bool enable_minimap; TextureSettings() = default; void readSettings(); }; enum NodeDrawType { // A basic solid block NDT_NORMAL, // Nothing is drawn NDT_AIRLIKE, // Do not draw face towards same kind of flowing/source liquid NDT_LIQUID, // A very special kind of thing NDT_FLOWINGLIQUID, // Glass-like, don't draw faces towards other glass NDT_GLASSLIKE, // Leaves-like, draw all faces no matter what NDT_ALLFACES, // Enabled -> ndt_allfaces, disabled -> ndt_normal NDT_ALLFACES_OPTIONAL, // Single plane perpendicular to a surface NDT_TORCHLIKE, // Single plane parallel to a surface NDT_SIGNLIKE, // 2 vertical planes in a 'X' shape diagonal to XZ axes. // paramtype2 = "meshoptions" allows various forms, sizes and // vertical and horizontal random offsets. NDT_PLANTLIKE, // Fenceposts that connect to neighbouring fenceposts with horizontal bars NDT_FENCELIKE, // Selects appropriate junction texture to connect like rails to // neighbouring raillikes. NDT_RAILLIKE, // Custom Lua-definable structure of multiple cuboids NDT_NODEBOX, // Glass-like, draw connected frames and all visible faces. // param2 > 0 defines 64 levels of internal liquid // 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 NDT_FIRELIKE, // Enabled -> ndt_glasslike_framed, disabled -> ndt_glasslike NDT_GLASSLIKE_FRAMED_OPTIONAL, // Uses static meshes NDT_MESH, // Combined plantlike-on-solid NDT_PLANTLIKE_ROOTED, }; // Mesh options for NDT_PLANTLIKE with CPT2_MESHOPTIONS static const u8 MO_MASK_STYLE = 0x07; static const u8 MO_BIT_RANDOM_OFFSET = 0x08; static const u8 MO_BIT_SCALE_SQRT2 = 0x10; static const u8 MO_BIT_RANDOM_OFFSET_Y = 0x20; enum PlantlikeStyle { PLANT_STYLE_CROSS, PLANT_STYLE_CROSS2, PLANT_STYLE_STAR, PLANT_STYLE_HASH, 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) */ struct TileDef { std::string name = ""; bool backface_culling = true; // Takes effect only in special cases bool tileable_horizontal = true; bool tileable_vertical = true; //! If true, the tile has its own color. 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; TileDef() { animation.type = TAT_NONE; } void serialize(std::ostream &os, u16 protocol_version) const; void deSerialize(std::istream &is, u8 contentfeatures_version, NodeDrawType drawtype); }; // 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 { /* Cached stuff */ #ifndef SERVER // 0 1 2 3 4 5 // 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 backface_culling; #endif // Server-side cached callback existence for fast skipping bool has_on_construct; bool has_on_destruct; bool has_after_destruct; /* Actual data */ // --- GENERAL PROPERTIES --- std::string name; // "" = undefined node ItemGroupList groups; // Same as in itemdef // Type of MapNode::param1 ContentParamType param_type; // Type of MapNode::param2 ContentParamType2 param_type_2; // --- VISUAL PROPERTIES --- enum NodeDrawType drawtype; std::string mesh; #ifndef SERVER scene::IMesh *mesh_ptr[24]; video::SColor minimap_color; #endif float visual_scale; // Misc. scale parameter TileDef tiledef[6]; // These will be drawn over the base tiles. TileDef tiledef_overlay[6]; TileDef tiledef_special[CF_SPECIAL_COUNT]; // eg. flowing liquid AlphaMode alpha; // The color of the node. video::SColor color; std::string palette_name; std::vector<video::SColor> *palette; // Used for waving leaves/plants u8 waving; // for NDT_CONNECTED pairing u8 connect_sides; std::vector<std::string> connects_to; 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 leveled nodebox, value = default level u8 leveled; // Maximum value for leveled nodes u8 leveled_max; // --- LIGHTING-RELATED --- bool light_propagates; bool sunlight_propagates; // Amount of light the node emits u8 light_source; // --- MAP GENERATION --- // True for all ground-like things like stone and mud, false for eg. trees bool is_ground_content; // --- INTERACTION PROPERTIES --- // This is used for collision detection. // Also for general solidness queries. bool walkable; // Player can point to these bool pointable; // Player can dig these bool diggable; // Player can climb these bool climbable; // Player can build on these bool buildable_to; // Player cannot build to these (placement prediction disabled) bool rightclickable; u32 damage_per_second; // client dig prediction std::string node_dig_prediction; // --- LIQUID PROPERTIES --- // Whether the node is non-liquid, source liquid or flowing liquid enum LiquidType liquid_type; // 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 u8 liquid_viscosity; // Is liquid renewable (new liquid source will be created between 2 existing) bool liquid_renewable; // Number of flowing liquids surrounding source u8 liquid_range; u8 drowning; // Liquids flow into and replace node bool floodable; // --- NODEBOXES --- NodeBox node_box; NodeBox selection_box; NodeBox collision_box; // --- SOUND PROPERTIES --- SimpleSoundSpec sound_footstep; SimpleSoundSpec sound_dig; SimpleSoundSpec sound_dug; // --- LEGACY --- // Compatibility with old maps // Set to true if paramtype used to be 'facedir_simple' bool legacy_facedir_simple; // Set to true if wall_mounted used to be set to true bool legacy_wallmounted; /* Methods */ ContentFeatures(); ~ContentFeatures(); void reset(); void serialize(std::ostream &os, u16 protocol_version) const; void deSerialize(std::istream &is); /* 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_id == f.liquid_alternative_flowing_id); } int getGroup(const std::string &group) const { return itemgroup_get(groups, group); } #ifndef SERVER void updateTextures(ITextureSource *tsrc, IShaderSource *shdsrc, scene::IMeshManipulator *meshmanip, Client *client, const TextureSettings &tsettings); #endif 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. */ bool textureAlphaCheck(ITextureSource *tsrc, const TileDef *tiles, int length); #endif void setAlphaFromLegacy(u8 legacy_alpha); u8 getAlphaForLegacy() const; }; /*! * @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: /*! * Creates a NodeDefManager, and registers three ContentFeatures: * \ref CONTENT_AIR, \ref CONTENT_UNKNOWN and \ref CONTENT_IGNORE. */ NodeDefManager(); ~NodeDefManager(); /*! * 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] : m_content_features[CONTENT_UNKNOWN]; } /*! * 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()); } /*! * 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)(void *progress_args, u32 progress, u32 max_progress), void *progress_cbk_args); /*! * Writes the content of this manager to the given output stream. * @param protocol_version serialization version of ContentFeatures */ 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 */ void deSerialize(std::istream &is); /*! * 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(); /*! * 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, 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; /*! * 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; /*! * NodeResolver instances to notify once node registration has finished. * Even constant NodeDefManager instances can register listeners. */ mutable std::vector<NodeResolver *> m_pending_resolve_callbacks; }; NodeDefManager *createNodeDefManager(); class NodeResolver { public: NodeResolver(); virtual ~NodeResolver(); 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, bool error_on_fallback = true); bool getIdsFromNrBacklog(std::vector<content_t> *result_out, bool all_required = false, content_t c_fallback = CONTENT_IGNORE); void nodeResolveInternal(); u32 m_nodenames_idx = 0; u32 m_nnlistsizes_idx = 0; std::vector<std::string> m_nodenames; std::vector<size_t> m_nnlistsizes; const NodeDefManager *m_ndef = nullptr; bool m_resolve_done = false; };