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Node definition manager refactor (#7016)
* Rename IWritableNodeDefManager to NodeDefManager * Make INodeDefManager functions const * Use "const *NodeDefManager" instead of "*INodeDefManager" * Remove unused INodeDefManager class * Merge NodeDefManager and CNodeDefManager * Document NodeDefManager
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61 changed files with 583 additions and 457 deletions
347
src/nodedef.h
347
src/nodedef.h
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@ -24,6 +24,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include <iostream>
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#include <map>
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#include "mapnode.h"
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#include "nameidmapping.h"
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#ifndef SERVER
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#include "client/tile.h"
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#include <IMeshManipulator.h>
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@ -34,7 +35,6 @@ class Client;
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#include "constants.h" // BS
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#include "tileanimation.h"
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class INodeDefManager;
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class IItemDefManager;
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class ITextureSource;
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class IShaderSource;
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@ -438,92 +438,293 @@ struct ContentFeatures
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#endif
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};
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class INodeDefManager {
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/*!
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* @brief This class is for getting the actual properties of nodes from their
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* content ID.
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*
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* @details The nodes on the map are represented by three numbers (see MapNode).
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* The first number (param0) is the type of a node. All node types have own
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* properties (see ContentFeatures). This class is for storing and getting the
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* properties of nodes.
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* The manager is first filled with registered nodes, then as the game begins,
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* functions only get `const` pointers to it, to prevent modification of
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* registered nodes.
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*/
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class NodeDefManager {
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public:
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INodeDefManager() = default;
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virtual ~INodeDefManager() = default;
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// Get node definition
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virtual const ContentFeatures &get(content_t c) const=0;
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virtual const ContentFeatures &get(const MapNode &n) const=0;
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virtual bool getId(const std::string &name, content_t &result) const=0;
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virtual content_t getId(const std::string &name) const=0;
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// Allows "group:name" in addition to regular node names
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// returns false if node name not found, true otherwise
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virtual bool getIds(const std::string &name, std::vector<content_t> &result)
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const=0;
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virtual const ContentFeatures &get(const std::string &name) const=0;
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virtual void serialize(std::ostream &os, u16 protocol_version) const=0;
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virtual void pendNodeResolve(NodeResolver *nr)=0;
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virtual bool cancelNodeResolveCallback(NodeResolver *nr)=0;
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virtual bool nodeboxConnects(const MapNode from, const MapNode to, u8 connect_face)=0;
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/*!
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* Returns the smallest box in node coordinates that
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* contains all nodes' selection boxes.
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* Creates a NodeDefManager, and registers three ContentFeatures:
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* \ref CONTENT_AIR, \ref CONTENT_UNKNOWN and \ref CONTENT_IGNORE.
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*/
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virtual core::aabbox3d<s16> getSelectionBoxIntUnion() const=0;
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};
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NodeDefManager();
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~NodeDefManager();
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class IWritableNodeDefManager : public INodeDefManager {
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public:
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IWritableNodeDefManager() = default;
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virtual ~IWritableNodeDefManager() = default;
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/*!
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* Returns the properties for the given content type.
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* @param c content type of a node
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* @return properties of the given content type, or \ref CONTENT_UNKNOWN
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* if the given content type is not registered.
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*/
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inline const ContentFeatures& get(content_t c) const {
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return
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c < m_content_features.size() ?
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m_content_features[c] : m_content_features[CONTENT_UNKNOWN];
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}
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// Get node definition
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virtual const ContentFeatures &get(content_t c) const=0;
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virtual const ContentFeatures &get(const MapNode &n) const=0;
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virtual bool getId(const std::string &name, content_t &result) const=0;
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// If not found, returns CONTENT_IGNORE
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virtual content_t getId(const std::string &name) const=0;
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// Allows "group:name" in addition to regular node names
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virtual bool getIds(const std::string &name, std::vector<content_t> &result)
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const=0;
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// If not found, returns the features of CONTENT_UNKNOWN
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virtual const ContentFeatures &get(const std::string &name) const=0;
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/*!
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* Returns the properties of the given node.
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* @param n a map node
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* @return properties of the given node or @ref CONTENT_UNKNOWN if the
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* given content type is not registered.
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*/
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inline const ContentFeatures& get(const MapNode &n) const {
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return get(n.getContent());
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}
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// Register node definition by name (allocate an id)
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// If returns CONTENT_IGNORE, could not allocate id
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virtual content_t set(const std::string &name,
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const ContentFeatures &def)=0;
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// If returns CONTENT_IGNORE, could not allocate id
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virtual content_t allocateDummy(const std::string &name)=0;
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// Remove a node
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virtual void removeNode(const std::string &name)=0;
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/*!
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* Returns the node properties for a node name.
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* @param name name of a node
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* @return properties of the given node or @ref CONTENT_UNKNOWN if
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* not found
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*/
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const ContentFeatures& get(const std::string &name) const;
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/*
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Update item alias mapping.
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Call after updating item definitions.
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*/
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virtual void updateAliases(IItemDefManager *idef)=0;
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/*!
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* Returns the content ID for the given name.
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* @param name a node name
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* @param[out] result will contain the content ID if found, otherwise
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* remains unchanged
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* @return true if the ID was found, false otherwise
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*/
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bool getId(const std::string &name, content_t &result) const;
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/*
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Override textures from servers with ones specified in texturepack/override.txt
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*/
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virtual void applyTextureOverrides(const std::string &override_filepath)=0;
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/*!
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* Returns the content ID for the given name.
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* @param name a node name
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* @return ID of the node or @ref CONTENT_IGNORE if not found
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*/
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content_t getId(const std::string &name) const;
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/*
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Update tile textures to latest return values of TextueSource.
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*/
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virtual void updateTextures(IGameDef *gamedef,
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/*!
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* Returns the content IDs of the given node name or node group name.
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* Group names start with "group:".
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* @param name a node name or node group name
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* @param[out] result will be appended with matching IDs
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* @return true if `name` is a valid node name or a (not necessarily
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* valid) group name
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*/
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bool getIds(const std::string &name, std::vector<content_t> &result) const;
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/*!
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* Returns the smallest box in integer node coordinates that
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* contains all nodes' selection boxes. The returned box might be larger
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* than the minimal size if the largest node is removed from the manager.
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*/
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inline core::aabbox3d<s16> getSelectionBoxIntUnion() const {
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return m_selection_box_int_union;
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}
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/*!
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* Checks whether a node connects to an adjacent node.
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* @param from the node to be checked
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* @param to the adjacent node
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* @param connect_face a bit field indicating which face of the node is
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* adjacent to the other node.
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* Bits: +y (least significant), -y, -z, -x, +z, +x (most significant).
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* @return true if the node connects, false otherwise
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*/
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bool nodeboxConnects(MapNode from, MapNode to,
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u8 connect_face) const;
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/*!
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* Registers a NodeResolver to wait for the registration of
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* ContentFeatures. Once the node registration finishes, all
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* listeners are notified.
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*/
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void pendNodeResolve(NodeResolver *nr) const;
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/*!
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* Stops listening to the NodeDefManager.
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* @return true if the listener was registered before, false otherwise
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*/
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bool cancelNodeResolveCallback(NodeResolver *nr) const;
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/*!
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* Registers a new node type with the given name and allocates a new
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* content ID.
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* Should not be called with an already existing name.
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* @param name name of the node, must match with `def.name`.
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* @param def definition of the registered node type.
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* @return ID of the registered node or @ref CONTENT_IGNORE if
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* the function could not allocate an ID.
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*/
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content_t set(const std::string &name, const ContentFeatures &def);
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/*!
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* Allocates a blank node ID for the given name.
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* @param name name of a node
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* @return allocated ID or @ref CONTENT_IGNORE if could not allocate
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* an ID.
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*/
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content_t allocateDummy(const std::string &name);
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/*!
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* Removes the given node name from the manager.
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* The node ID will remain in the manager, but won't be linked to any name.
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* @param name name to be removed
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*/
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void removeNode(const std::string &name);
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/*!
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* Regenerates the alias list (a map from names to node IDs).
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* @param idef the item definition manager containing alias information
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*/
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void updateAliases(IItemDefManager *idef);
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/*!
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* Reads the used texture pack's override.txt, and replaces the textures
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* of registered nodes with the ones specified there.
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*
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* Format of the input file: in each line
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* `node_name top|bottom|right|left|front|back|all|*|sides texture_name.png`
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*
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* @param override_filepath path to 'texturepack/override.txt'
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*/
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void applyTextureOverrides(const std::string &override_filepath);
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/*!
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* Only the client uses this. Loads textures and shaders required for
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* rendering the nodes.
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* @param gamedef must be a Client.
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* @param progress_cbk called each time a node is loaded. Arguments:
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* `progress_cbk_args`, number of loaded ContentFeatures, number of
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* total ContentFeatures.
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* @param progress_cbk_args passed to the callback function
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*/
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void updateTextures(IGameDef *gamedef,
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void (*progress_cbk)(void *progress_args, u32 progress, u32 max_progress),
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void *progress_cbk_args)=0;
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void *progress_cbk_args);
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virtual void serialize(std::ostream &os, u16 protocol_version) const=0;
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virtual void deSerialize(std::istream &is)=0;
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/*!
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* Writes the content of this manager to the given output stream.
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* @param protocol_version serialization version of ContentFeatures
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*/
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void serialize(std::ostream &os, u16 protocol_version) const;
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virtual void setNodeRegistrationStatus(bool completed)=0;
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/*!
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* Restores the manager from a serialized stream.
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* This clears the previous state.
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* @param is input stream containing a serialized NodeDefManager
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*/
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void deSerialize(std::istream &is);
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virtual void pendNodeResolve(NodeResolver *nr)=0;
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virtual bool cancelNodeResolveCallback(NodeResolver *nr)=0;
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virtual void runNodeResolveCallbacks()=0;
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virtual void resetNodeResolveState()=0;
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virtual void mapNodeboxConnections()=0;
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virtual core::aabbox3d<s16> getSelectionBoxIntUnion() const=0;
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/*!
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* Used to indicate that node registration has finished.
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* @param completed tells whether registration is complete
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*/
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inline void setNodeRegistrationStatus(bool completed) {
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m_node_registration_complete = completed;
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}
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/*!
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* Notifies the registered NodeResolver instances that node registration
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* has finished, then unregisters all listeners.
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* Must be called after node registration has finished!
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*/
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void runNodeResolveCallbacks();
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/*!
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* Sets the registration completion flag to false and unregisters all
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* NodeResolver instances listening to the manager.
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*/
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void resetNodeResolveState();
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/*!
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* Resolves the IDs to which connecting nodes connect from names.
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* Must be called after node registration has finished!
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*/
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void mapNodeboxConnections();
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private:
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/*!
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* Resets the manager to its initial state.
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* See the documentation of the constructor.
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*/
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void clear();
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/*!
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* Allocates a new content ID, and returns it.
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* @return the allocated ID or \ref CONTENT_IGNORE if could not allocate
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*/
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content_t allocateId();
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/*!
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* Binds the given content ID and node name.
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* Registers them in \ref m_name_id_mapping and
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* \ref m_name_id_mapping_with_aliases.
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* @param i a content ID
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* @param name a node name
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*/
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void addNameIdMapping(content_t i, std::string name);
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/*!
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* Recalculates m_selection_box_int_union based on
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* m_selection_box_union.
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*/
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void fixSelectionBoxIntUnion();
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//! Features indexed by ID.
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std::vector<ContentFeatures> m_content_features;
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//! A mapping for fast conversion between names and IDs
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NameIdMapping m_name_id_mapping;
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/*!
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* Like @ref m_name_id_mapping, but maps only from names to IDs, and
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* includes aliases too. Updated by \ref updateAliases().
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* Note: Not serialized.
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*/
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std::unordered_map<std::string, content_t> m_name_id_mapping_with_aliases;
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/*!
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* A mapping from group names to a vector of content types that belong
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* to it. Necessary for a direct lookup in \ref getIds().
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* Note: Not serialized.
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*/
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std::unordered_map<std::string, std::vector<content_t>> m_group_to_items;
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/*!
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* The next ID that might be free to allocate.
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* It can be allocated already, because \ref CONTENT_AIR,
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* \ref CONTENT_UNKNOWN and \ref CONTENT_IGNORE are registered when the
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* manager is initialized, and new IDs are allocated from 0.
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*/
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content_t m_next_id;
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//! True if all nodes have been registered.
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bool m_node_registration_complete;
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/*!
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* The union of all nodes' selection boxes.
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* Might be larger if big nodes are removed from the manager.
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*/
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aabb3f m_selection_box_union;
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/*!
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* The smallest box in integer node coordinates that
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* contains all nodes' selection boxes.
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* Might be larger if big nodes are removed from the manager.
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*/
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core::aabbox3d<s16> m_selection_box_int_union;
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/*!
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* NodeResolver instances to notify once node registration has finished.
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* Even constant NodeDefManager instances can register listeners.
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*/
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mutable std::vector<NodeResolver *> m_pending_resolve_callbacks;
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};
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IWritableNodeDefManager *createNodeDefManager();
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NodeDefManager *createNodeDefManager();
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class NodeResolver {
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public:
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@ -542,6 +743,6 @@ public:
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u32 m_nnlistsizes_idx = 0;
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std::vector<std::string> m_nodenames;
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std::vector<size_t> m_nnlistsizes;
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INodeDefManager *m_ndef = nullptr;
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const NodeDefManager *m_ndef = nullptr;
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bool m_resolve_done = false;
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};
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