minetest/src/nodedef.h
sfan5 8b74257bf3 Reduce size of ContentFeatures structure
On my system this is a reduction from 4664 to 3704 bytes.
This is not for the sake of saving RAM but ensuring
commonly used structures fit into caches better.
2022-05-26 15:49:12 +02:00

867 lines
24 KiB
C++

/*
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"
// PROTOCOL_VERSION >= 37
static const u8 CONTENTFEATURES_VERSION = 13;
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, 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
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);
/*
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 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, 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;
};