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- /*
- 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 "tileanimation.h"
- // PROTOCOL_VERSION >= 37
- static const u8 CONTENTFEATURES_VERSION = 13;
- class IItemDefManager;
- class ITextureSource;
- class IShaderSource;
- class IGameDef;
- class NodeResolver;
- 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 for things like plants
- 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,
- };
- 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 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
- 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;
- NodeBox()
- { reset(); }
- 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 use_normal_texture;
- 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,
- };
- /*
- 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);
- };
- #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
- // If 255, the node is opaque.
- // Otherwise it uses texture alpha.
- u8 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 snow, value = default level
- u8 leveled;
- // --- 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;
- // If the content is liquid, this is the source version of the liquid.
- std::string liquid_alternative_source;
- // 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() = default;
- void reset();
- void serialize(std::ostream &os, u16 protocol_version) const;
- void deSerialize(std::istream &is);
- /*!
- * Since vertex alpha is no longer supported, this method
- * adds opacity directly to the texture pixels.
- *
- * \param tiles array of the tile definitions.
- * \param length length of tiles
- */
- void correctAlpha(TileDef *tiles, int length);
- /*
- Some handy methods
- */
- bool isLiquid() const{
- return (liquid_type != LIQUID_NONE);
- }
- bool sameLiquid(const ContentFeatures &f) const{
- if(!isLiquid() || !f.isLiquid()) return false;
- return (liquid_alternative_flowing == f.liquid_alternative_flowing);
- }
- 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
- };
- /*!
- * @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);
- /*!
- * Reads the used texture pack's override.txt, and replaces the textures
- * of registered nodes with the ones specified there.
- *
- * Format of the input file: in each line
- * `node_name top|bottom|right|left|front|back|all|*|sides texture_name.png`
- *
- * @param override_filepath path to 'texturepack/override.txt'
- */
- void applyTextureOverrides(const std::string &override_filepath);
- /*!
- * 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 the IDs to which connecting nodes connect from names.
- * Must be called after node registration has finished!
- */
- void mapNodeboxConnections();
- 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;
- 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;
- };
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