summaryrefslogtreecommitdiff
path: root/src/unittest/CMakeLists.txt
Commit message (Expand)AuthorAge
* Add "MINETEST_MOD_PATH" environment variable (#11515)emixa-d2021-10-07
* Rename “Minimal development test” to “Development Test” (#9928)Wuzzy2020-05-26
* Add Irrlicht-specific smart pointer (#6814)Vitaliy2019-04-12
* Fix Address::isLocalhost algorithmLoic Blot2019-02-09
* Add an activeobject manager to hold active objects (#7939)Loïc Blot2018-12-13
* Replace auth.txt with SQLite auth database (#7279)Ben Deutsch2018-08-05
* Revert 6587 - Optimize entity-entity collision (#7539)lhofhansl2018-07-08
* Server: move shutdown parts to a specific shutdown state object (#7437)Loïc Blot2018-06-13
* Optimize entity-entity collision (#6587)Vitaliy2018-04-03
* Client eventmanager refactor (#7179)Loïc Blot2018-03-30
* Server: delegate mod management & config to ServerModConfiguration (#7131)Loïc Blot2018-03-16
* Add Voxelarea unittests (#7121)Loïc Blot2018-03-11
* GameUI refactor (part 1/X): GameUI object creation + GameUIFlags move to GameUILoic Blot2018-01-05
* Add unittests on ActiveObject and BanManager class (#6866)Loïc Blot2018-01-01
* Implement mod communication channels (#6351)Loïc Blot2017-09-26
* Add unittests to test player saving/loading (#4679)Ner'zhul2016-10-27
* Only include keycode unittests in client build (fixes #4559)sfan52016-09-29
* Add keycode.cpp unittestssfan52016-09-25
* Add MapSettingsManager and new mapgen setting script API functionskwolekr2016-07-03
* Clean up threadingShadowNinja2015-08-23
* Add AreaStore data structureest312015-07-27
* Tests: Add schematic unittestskwolekr2015-05-08
* Tests: Add NodeResolver unittestskwolekr2015-05-05
* Tests: Add ObjDef unittestskwolekr2015-05-03
* Tests: Add random unittestskwolekr2015-04-29
* Tests: Modularize unit testingkwolekr2015-04-26
255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624 625 626 627 628 629 630 631 632 633 634 635 636 637 638 639 640 641 642 643 644 645 646 647 648 649 650 651 652 653 654 655 656 657 658 659 660 661 662 663 664 665 666 667 668 669 670 671 672 673 674 675 676 677 678 679 680 681 682 683 684 685 686 687 688 689 690 691 692 693 694 695 696 697 698 699 700 701 702 703 704 705 706 707 708 709 710 711 712 713 714 715 716 717 718 719 720 721 722 723 724 725 726 727 728 729 730 731 732 733 734 735 736 737 738 739 740 741 742 743 744 745 746 747 748 749 750 751 752 753 754 755 756 757 758 759 760 761 762 763 764 765 766 767 768 769 770 771 772 773 774 775 776 777 778 779 780 781 782 783 784 785 786 787 788 789 790 791 792 793 794 795 796 797 798 799 800 801 802 803 804 805 806 807 808 809 810 811 812 813 814 815 816 817 818 819 820 821 822 823 824 825 826 827 828 829 830 831 832 833 834 835 836 837 838 839 840 841 842 843 844 845 846 847 848 849 850 851 852 853 854 855 856 857 858 859 860 861 862 863 864 865 866 867
/*
Minetest
Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>

This program is free software; you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License as published by
the Free Software Foundation; either version 2.1 of the License, or
(at your option) any later version.

This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
GNU Lesser General Public License for more details.

You should have received a copy of the GNU Lesser General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/

#pragma once

#include "irrlichttypes_bloated.h"
#include <string>
#include <iostream>
#include <map>
#include "mapnode.h"
#include "nameidmapping.h"
#ifndef SERVER
#include "client/tile.h"
#include <IMeshManipulator.h>
class Client;
#endif
#include "itemgroup.h"
#include "sound.h" // SimpleSoundSpec
#include "constants.h" // BS
#include "texture_override.h" // TextureOverride
#include "tileanimation.h"

class IItemDefManager;
class ITextureSource;
class IShaderSource;
class IGameDef;
class NodeResolver;
#if BUILD_UNITTESTS
class TestSchematic;
#endif

enum ContentParamType
{
	CPT_NONE,
	CPT_LIGHT,
};

enum ContentParamType2
{
	CPT2_NONE,
	// Need 8-bit param2
	CPT2_FULL,
	// Flowing liquid properties
	CPT2_FLOWINGLIQUID,
	// Direction for chests and furnaces and such
	CPT2_FACEDIR,
	// Direction for signs, torches and such
	CPT2_WALLMOUNTED,
	// Block level like FLOWINGLIQUID
	CPT2_LEVELED,
	// 2D rotation
	CPT2_DEGROTATE,
	// Mesh options for plants
	CPT2_MESHOPTIONS,
	// Index for palette
	CPT2_COLOR,
	// 3 bits of palette index, then facedir
	CPT2_COLORED_FACEDIR,
	// 5 bits of palette index, then wallmounted
	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,
};

enum LiquidType
{
	LIQUID_NONE,
	LIQUID_FLOWING,
	LIQUID_SOURCE,
};

enum NodeBoxType
{
	NODEBOX_REGULAR, // Regular block; allows buildable_to
	NODEBOX_FIXED, // Static separately defined box(es)
	NODEBOX_WALLMOUNTED, // Box for wall mounted nodes; (top, bottom, side)
	NODEBOX_LEVELED, // Same as fixed, but with dynamic height from param2. for snow, ...
	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;
	// NODEBOX_REGULAR (no parameters)
	// NODEBOX_FIXED
	std::vector<aabb3f> fixed;
	// NODEBOX_WALLMOUNTED
	aabb3f wall_top;
	aabb3f wall_bottom;
	aabb3f wall_side; // being at the -X side
	// NODEBOX_CONNECTED
	// (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;
	void deSerialize(std::istream &is);
};

struct MapNode;
class NodeMetadata;

enum LeavesStyle {
	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, 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
	 */
#ifndef SERVER
	// 0     1     2     3     4     5
	// up    down  right left  back  front
	TileSpec tiles[6];
	// Special tiles
	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;
	// 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
	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, 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_id == f.liquid_alternative_flowing_id);
	}

	bool lightingEquivalent(const ContentFeatures &other) const {
		return light_propagates == other.light_propagates
				&& sunlight_propagates == other.sunlight_propagates
				&& light_source == other.light_source;
	}

	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].name.empty()) ?
				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_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();

	/*!
	 * 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;

	/*!
	 * 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();

// 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,
		bool error_on_fallback = true);
	bool getIdsFromNrBacklog(std::vector<content_t> *result_out,
		bool all_required = false, content_t c_fallback = CONTENT_IGNORE);

	inline bool isResolveDone() const { return m_resolve_done; }
	void reset(bool resolve_done = false);

	// 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;

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;
};