Light calculation: New bulk node lighting code
[oweals/minetest.git] / src / mapblock.cpp
index 6f7e7533ee3d53d32d74b99d993ca3bcc80354ee..840cb9b3994a28da789db0f898433e8da1cc49dd 100644 (file)
 /*
 /*
-Minetest-c55
-Copyright (C) 2010 celeron55, Perttu Ahola <celeron55@gmail.com>
+Minetest
+Copyright (C) 2013 celeron55, Perttu Ahola <celeron55@gmail.com>
 
 This program is free software; you can redistribute it and/or modify
 
 This program is free software; you can redistribute it and/or modify
-it under the terms of the GNU General Public License as published by
-the Free Software Foundation; either version 2 of the License, or
+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
 (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 General Public License for more details.
+GNU Lesser General Public License for more details.
 
 
-You should have received a copy of the GNU General Public License along
+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.
 */
 
 #include "mapblock.h"
 with this program; if not, write to the Free Software Foundation, Inc.,
 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
 */
 
 #include "mapblock.h"
+
+#include <sstream>
 #include "map.h"
 #include "map.h"
-// For g_settings
-#include "main.h"
 #include "light.h"
 #include "light.h"
-#include <sstream>
-
+#include "nodedef.h"
+#include "nodemetadata.h"
+#include "gamedef.h"
+#include "log.h"
+#include "nameidmapping.h"
+#include "content_mapnode.h" // For legacy name-id mapping
+#include "content_nodemeta.h" // For legacy deserialization
+#include "serialization.h"
 #ifndef SERVER
 #ifndef SERVER
-void MeshMakeData::fill(u32 daynight_ratio, MapBlock *block)
-{
-       m_daynight_ratio = daynight_ratio;
-       m_blockpos = block->getPos();
-
-       v3s16 blockpos_nodes = m_blockpos*MAP_BLOCKSIZE;
-       
-       /*
-               There is no harm not copying the TempMods of the neighbors
-               because they are already copied to this block
-       */
-       m_temp_mods.clear();
-       block->copyTempMods(m_temp_mods);
-       
-       /*
-               Copy data
-       */
-
-       // Allocate this block + neighbors
-       m_vmanip.clear();
-       m_vmanip.addArea(VoxelArea(blockpos_nodes-v3s16(1,1,1)*MAP_BLOCKSIZE,
-                       blockpos_nodes+v3s16(1,1,1)*MAP_BLOCKSIZE*2-v3s16(1,1,1)));
-
-       {
-               //TimeTaker timer("copy central block data");
-               // 0ms
-
-               // Copy our data
-               block->copyTo(m_vmanip);
-       }
-       {
-               //TimeTaker timer("copy neighbor block data");
-               // 0ms
-
-               /*
-                       Copy neighbors. This is lightning fast.
-                       Copying only the borders would be *very* slow.
-               */
-               
-               // Get map
-               NodeContainer *parentcontainer = block->getParent();
-               // This will only work if the parent is the map
-               assert(parentcontainer->nodeContainerId() == NODECONTAINER_ID_MAP);
-               // OK, we have the map!
-               Map *map = (Map*)parentcontainer;
-
-               for(u16 i=0; i<6; i++)
-               {
-                       const v3s16 &dir = g_6dirs[i];
-                       v3s16 bp = m_blockpos + dir;
-                       MapBlock *b = map->getBlockNoCreateNoEx(bp);
-                       if(b)
-                               b->copyTo(m_vmanip);
-               }
-       }
-}
+#include "mapblock_mesh.h"
 #endif
 #endif
-
-/*
-       Parameters must consist of air and !air.
-       Order doesn't matter.
-
-       If either of the nodes doesn't exist, light is 0.
-       
-       parameters:
-               daynight_ratio: 0...1000
-               n: getNodeParent(p)
-               n2: getNodeParent(p + face_dir)
-               face_dir: axis oriented unit vector from p to p2
-       
-       returns encoded light value.
-*/
-u8 getFaceLight(u32 daynight_ratio, MapNode n, MapNode n2,
-               v3s16 face_dir)
-{
-       try{
-               u8 light;
-               u8 l1 = n.getLightBlend(daynight_ratio);
-               u8 l2 = n2.getLightBlend(daynight_ratio);
-               if(l1 > l2)
-                       light = l1;
-               else
-                       light = l2;
-
-               // Make some nice difference to different sides
-
-               // This makes light come from a corner
-               /*if(face_dir.X == 1 || face_dir.Z == 1 || face_dir.Y == -1)
-                       light = diminish_light(diminish_light(light));
-               else if(face_dir.X == -1 || face_dir.Z == -1)
-                       light = diminish_light(light);*/
-               
-               // All neighboring faces have different shade (like in minecraft)
-               if(face_dir.X == 1 || face_dir.X == -1 || face_dir.Y == -1)
-                       light = diminish_light(diminish_light(light));
-               else if(face_dir.Z == 1 || face_dir.Z == -1)
-                       light = diminish_light(light);
-
-               return light;
-       }
-       catch(InvalidPositionException &e)
-       {
-               return 0;
-       }
-}
-
-#ifndef SERVER
-
-void makeFastFace(TileSpec tile, u8 light, v3f p,
-               v3s16 dir, v3f scale, v3f posRelative_f,
-               core::array<FastFace> &dest)
-{
-       FastFace face;
-       
-       // Position is at the center of the cube.
-       v3f pos = p * BS;
-       posRelative_f *= BS;
-
-       v3f vertex_pos[4];
-       // If looking towards z+, this is the face that is behind
-       // the center point, facing towards z+.
-       vertex_pos[0] = v3f(-BS/2,-BS/2,BS/2);
-       vertex_pos[1] = v3f( BS/2,-BS/2,BS/2);
-       vertex_pos[2] = v3f( BS/2, BS/2,BS/2);
-       vertex_pos[3] = v3f(-BS/2, BS/2,BS/2);
-       
-       if(dir == v3s16(0,0,1))
-       {
-               for(u16 i=0; i<4; i++)
-                       vertex_pos[i].rotateXZBy(0);
-       }
-       else if(dir == v3s16(0,0,-1))
-       {
-               for(u16 i=0; i<4; i++)
-                       vertex_pos[i].rotateXZBy(180);
-       }
-       else if(dir == v3s16(1,0,0))
-       {
-               for(u16 i=0; i<4; i++)
-                       vertex_pos[i].rotateXZBy(-90);
-       }
-       else if(dir == v3s16(-1,0,0))
-       {
-               for(u16 i=0; i<4; i++)
-                       vertex_pos[i].rotateXZBy(90);
-       }
-       else if(dir == v3s16(0,1,0))
-       {
-               for(u16 i=0; i<4; i++)
-                       vertex_pos[i].rotateYZBy(-90);
-       }
-       else if(dir == v3s16(0,-1,0))
-       {
-               for(u16 i=0; i<4; i++)
-                       vertex_pos[i].rotateYZBy(90);
-       }
-
-       for(u16 i=0; i<4; i++)
-       {
-               vertex_pos[i].X *= scale.X;
-               vertex_pos[i].Y *= scale.Y;
-               vertex_pos[i].Z *= scale.Z;
-               vertex_pos[i] += pos + posRelative_f;
-       }
-
-       f32 abs_scale = 1.;
-       if     (scale.X < 0.999 || scale.X > 1.001) abs_scale = scale.X;
-       else if(scale.Y < 0.999 || scale.Y > 1.001) abs_scale = scale.Y;
-       else if(scale.Z < 0.999 || scale.Z > 1.001) abs_scale = scale.Z;
-
-       v3f zerovector = v3f(0,0,0);
-       
-       //u8 li = decode_light(light);
-       u8 li = light;
-       //u8 li = 255; //DEBUG
-
-       u8 alpha = tile.alpha;
-       /*u8 alpha = 255;
-       if(tile.id == TILE_WATER)
-               alpha = WATER_ALPHA;*/
-
-       video::SColor c = video::SColor(alpha,li,li,li);
-
-       float x0 = tile.texture.pos.X;
-       float y0 = tile.texture.pos.Y;
-       float w = tile.texture.size.X;
-       float h = tile.texture.size.Y;
-
-       face.vertices[0] = video::S3DVertex(vertex_pos[0], v3f(0,1,0), c,
-                       core::vector2d<f32>(x0+w*abs_scale, y0+h));
-       face.vertices[1] = video::S3DVertex(vertex_pos[1], v3f(0,1,0), c,
-                       core::vector2d<f32>(x0, y0+h));
-       face.vertices[2] = video::S3DVertex(vertex_pos[2], v3f(0,1,0), c,
-                       core::vector2d<f32>(x0, y0));
-       face.vertices[3] = video::S3DVertex(vertex_pos[3], v3f(0,1,0), c,
-                       core::vector2d<f32>(x0+w*abs_scale, y0));
-
-       face.tile = tile;
-       //DEBUG
-       //f->tile = TILE_STONE;
-       
-       dest.push_back(face);
-       //return f;
-}
-       
-/*
-       Gets node tile from any place relative to block.
-       Returns TILE_NODE if doesn't exist or should not be drawn.
-*/
-TileSpec getNodeTile(MapNode mn, v3s16 p, v3s16 face_dir,
-               NodeModMap &temp_mods)
-{
-       TileSpec spec;
-       spec = mn.getTile(face_dir);
-       
-       /*
-               Check temporary modifications on this node
-       */
-       /*core::map<v3s16, NodeMod>::Node *n;
-       n = m_temp_mods.find(p);
-       // If modified
-       if(n != NULL)
-       {
-               struct NodeMod mod = n->getValue();*/
-       NodeMod mod;
-       if(temp_mods.get(p, &mod))
-       {
-               if(mod.type == NODEMOD_CHANGECONTENT)
-               {
-                       MapNode mn2(mod.param);
-                       spec = mn2.getTile(face_dir);
-               }
-               if(mod.type == NODEMOD_CRACK)
-               {
-                       /*
-                               Get texture id, translate it to name, append stuff to
-                               name, get texture id
-                       */
-
-                       // Get original texture name
-                       u32 orig_id = spec.texture.id;
-                       std::string orig_name = g_texturesource->getTextureName(orig_id);
-
-                       // Create new texture name
-                       std::ostringstream os;
-                       os<<orig_name<<"^[crack"<<mod.param;
-
-                       // Get new texture
-                       u32 new_id = g_texturesource->getTextureId(os.str());
-                       
-                       /*dstream<<"MapBlock::getNodeTile(): Switching from "
-                                       <<orig_name<<" to "<<os.str()<<" ("
-                                       <<orig_id<<" to "<<new_id<<")"<<std::endl;*/
-                       
-                       spec.texture = g_texturesource->getTexture(new_id);
-               }
-       }
-       
-       return spec;
-}
-
-u8 getNodeContent(v3s16 p, MapNode mn, NodeModMap &temp_mods)
-{
-       /*
-               Check temporary modifications on this node
-       */
-       /*core::map<v3s16, NodeMod>::Node *n;
-       n = m_temp_mods.find(p);
-       // If modified
-       if(n != NULL)
-       {
-               struct NodeMod mod = n->getValue();*/
-       NodeMod mod;
-       if(temp_mods.get(p, &mod))
-       {
-               if(mod.type == NODEMOD_CHANGECONTENT)
-               {
-                       // Overrides content
-                       return mod.param;
-               }
-               if(mod.type == NODEMOD_CRACK)
-               {
-                       /*
-                               Content doesn't change.
-                               
-                               face_contents works just like it should, because
-                               there should not be faces between differently cracked
-                               nodes.
-
-                               If a semi-transparent node is cracked in front an
-                               another one, it really doesn't matter whether there
-                               is a cracked face drawn in between or not.
-                       */
-               }
-       }
-
-       return mn.d;
-}
-
-/*
-       startpos:
-       translate_dir: unit vector with only one of x, y or z
-       face_dir: unit vector with only one of x, y or z
-*/
-void updateFastFaceRow(
-               u32 daynight_ratio,
-               v3f posRelative_f,
-               v3s16 startpos,
-               u16 length,
-               v3s16 translate_dir,
-               v3f translate_dir_f,
-               v3s16 face_dir,
-               v3f face_dir_f,
-               core::array<FastFace> &dest,
-               NodeModMap &temp_mods,
-               VoxelManipulator &vmanip,
-               v3s16 blockpos_nodes)
-{
-       v3s16 p = startpos;
-       
-       u16 continuous_tiles_count = 0;
-       
-       MapNode n0 = vmanip.getNodeNoEx(blockpos_nodes + p);
-       MapNode n1 = vmanip.getNodeNoEx(blockpos_nodes + p + face_dir);
-       TileSpec tile0 = getNodeTile(n0, p, face_dir, temp_mods);
-       TileSpec tile1 = getNodeTile(n1, p + face_dir, -face_dir, temp_mods);
-       u8 light = getFaceLight(daynight_ratio, n0, n1, face_dir);
-
-       for(u16 j=0; j<length; j++)
-       {
-               bool next_is_different = true;
-               
-               v3s16 p_next;
-               MapNode n0_next;
-               MapNode n1_next;
-               TileSpec tile0_next;
-               TileSpec tile1_next;
-               u8 light_next = 0;
-               
-               // If at last position, there is nothing to compare to and
-               // the face must be drawn anyway
-               if(j != length - 1)
-               {
-                       p_next = p + translate_dir;
-                       
-                       n0_next = vmanip.getNodeNoEx(blockpos_nodes + p_next);
-                       n1_next = vmanip.getNodeNoEx(blockpos_nodes + p_next + face_dir);
-                       tile0_next = getNodeTile(n0_next, p_next, face_dir, temp_mods);
-                       tile1_next = getNodeTile(n1_next,p_next+face_dir,-face_dir, temp_mods);
-                       light_next = getFaceLight(daynight_ratio, n0_next, n1_next, face_dir);
-
-                       if(tile0_next == tile0
-                                       && tile1_next == tile1
-                                       && light_next == light)
-                       {
-                               next_is_different = false;
-                       }
-               }
-
-               continuous_tiles_count++;
-               
-               // This is set to true if the texture doesn't allow more tiling
-               bool end_of_texture = false;
-               /*
-                       If there is no texture, it can be tiled infinitely.
-                       If tiled==0, it means the texture can be tiled infinitely.
-                       Otherwise check tiled agains continuous_tiles_count.
-
-                       This check has to be made for both tiles, because this is
-                       a bit hackish and we know which one we're using only when
-                       the decision to make the faces is made.
-               */
-               if(tile0.texture.atlas != NULL && tile0.texture.tiled != 0)
-               {
-                       if(tile0.texture.tiled <= continuous_tiles_count)
-                               end_of_texture = true;
-               }
-               if(tile1.texture.atlas != NULL && tile1.texture.tiled != 0)
-               {
-                       if(tile1.texture.tiled <= continuous_tiles_count)
-                               end_of_texture = true;
-               }
-               
-               //end_of_texture = true; //DEBUG
-               
-               if(next_is_different || end_of_texture)
-               {
-                       /*
-                               Create a face if there should be one
-                       */
-                       //u8 mf = face_contents(tile0, tile1);
-                       // This is hackish
-                       u8 content0 = getNodeContent(p, n0, temp_mods);
-                       u8 content1 = getNodeContent(p + face_dir, n1, temp_mods);
-                       u8 mf = face_contents(content0, content1);
-                       
-                       if(mf != 0)
-                       {
-                               // Floating point conversion of the position vector
-                               v3f pf(p.X, p.Y, p.Z);
-                               // Center point of face (kind of)
-                               v3f sp = pf - ((f32)continuous_tiles_count / 2. - 0.5) * translate_dir_f;
-                               v3f scale(1,1,1);
-                               if(translate_dir.X != 0){
-                                       scale.X = continuous_tiles_count;
-                               }
-                               if(translate_dir.Y != 0){
-                                       scale.Y = continuous_tiles_count;
-                               }
-                               if(translate_dir.Z != 0){
-                                       scale.Z = continuous_tiles_count;
-                               }
-                               
-                               //FastFace *f;
-
-                               // If node at sp (tile0) is more solid
-                               if(mf == 1)
-                               {
-                                       makeFastFace(tile0, decode_light(light),
-                                                       sp, face_dir, scale,
-                                                       posRelative_f, dest);
-                               }
-                               // If node at sp is less solid (mf == 2)
-                               else
-                               {
-                                       makeFastFace(tile1, decode_light(light),
-                                                       sp+face_dir_f, -face_dir, scale,
-                                                       posRelative_f, dest);
-                               }
-                               //dest.push_back(f);
-                       }
-
-                       continuous_tiles_count = 0;
-                       n0 = n0_next;
-                       n1 = n1_next;
-                       tile0 = tile0_next;
-                       tile1 = tile1_next;
-                       light = light_next;
-               }
-               
-               p = p_next;
-       }
-}
-
-/*
-       This is used because CMeshBuffer::append() is very slow
-*/
-struct PreMeshBuffer
-{
-       video::SMaterial material;
-       core::array<u16> indices;
-       core::array<video::S3DVertex> vertices;
-};
-
-class MeshCollector
-{
-public:
-       void append(
-                       video::SMaterial material,
-                       const video::S3DVertex* const vertices,
-                       u32 numVertices,
-                       const u16* const indices,
-                       u32 numIndices
-               )
-       {
-               PreMeshBuffer *p = NULL;
-               for(u32 i=0; i<m_prebuffers.size(); i++)
-               {
-                       PreMeshBuffer &pp = m_prebuffers[i];
-                       if(pp.material != material)
-                               continue;
-
-                       p = &pp;
-                       break;
-               }
-
-               if(p == NULL)
-               {
-                       PreMeshBuffer pp;
-                       pp.material = material;
-                       m_prebuffers.push_back(pp);
-                       p = &m_prebuffers[m_prebuffers.size()-1];
-               }
-
-               u32 vertex_count = p->vertices.size();
-               for(u32 i=0; i<numIndices; i++)
-               {
-                       u32 j = indices[i] + vertex_count;
-                       if(j > 65535)
-                       {
-                               dstream<<"FIXME: Meshbuffer ran out of indices"<<std::endl;
-                               // NOTE: Fix is to just add an another MeshBuffer
-                       }
-                       p->indices.push_back(j);
-               }
-               for(u32 i=0; i<numVertices; i++)
-               {
-                       p->vertices.push_back(vertices[i]);
-               }
-       }
-
-       void fillMesh(scene::SMesh *mesh)
-       {
-               /*dstream<<"Filling mesh with "<<m_prebuffers.size()
-                               <<" meshbuffers"<<std::endl;*/
-               for(u32 i=0; i<m_prebuffers.size(); i++)
-               {
-                       PreMeshBuffer &p = m_prebuffers[i];
-
-                       /*dstream<<"p.vertices.size()="<<p.vertices.size()
-                                       <<", p.indices.size()="<<p.indices.size()
-                                       <<std::endl;*/
-                       
-                       // Create meshbuffer
-                       
-                       // This is a "Standard MeshBuffer",
-                       // it's a typedeffed CMeshBuffer<video::S3DVertex>
-                       scene::SMeshBuffer *buf = new scene::SMeshBuffer();
-                       // Set material
-                       buf->Material = p.material;
-                       //((scene::SMeshBuffer*)buf)->Material = p.material;
-                       // Use VBO
-                       //buf->setHardwareMappingHint(scene::EHM_STATIC);
-                       // Add to mesh
-                       mesh->addMeshBuffer(buf);
-                       // Mesh grabbed it
-                       buf->drop();
-
-                       buf->append(p.vertices.pointer(), p.vertices.size(),
-                                       p.indices.pointer(), p.indices.size());
-               }
-       }
-
-private:
-       core::array<PreMeshBuffer> m_prebuffers;
+#include "util/string.h"
+#include "util/serialize.h"
+#include "util/basic_macros.h"
+
+static const char *modified_reason_strings[] = {
+       "initial",
+       "reallocate",
+       "setIsUnderground",
+       "setLightingExpired",
+       "setGenerated",
+       "setNode",
+       "setNodeNoCheck",
+       "setTimestamp",
+       "NodeMetaRef::reportMetadataChange",
+       "clearAllObjects",
+       "Timestamp expired (step)",
+       "addActiveObjectRaw",
+       "removeRemovedObjects/remove",
+       "removeRemovedObjects/deactivate",
+       "Stored list cleared in activateObjects due to overflow",
+       "deactivateFarObjects: Static data moved in",
+       "deactivateFarObjects: Static data moved out",
+       "deactivateFarObjects: Static data changed considerably",
+       "finishBlockMake: expireDayNightDiff",
+       "unknown",
 };
 
 };
 
-scene::SMesh* makeMapBlockMesh(MeshMakeData *data)
-{
-       // 4-21ms for MAP_BLOCKSIZE=16
-       // 24-155ms for MAP_BLOCKSIZE=32
-       //TimeTaker timer1("makeMapBlockMesh()");
-
-       core::array<FastFace> fastfaces_new;
-
-       v3s16 blockpos_nodes = data->m_blockpos*MAP_BLOCKSIZE;
-       
-       // floating point conversion
-       v3f posRelative_f(blockpos_nodes.X, blockpos_nodes.Y, blockpos_nodes.Z);
-       
-       /*
-               Some settings
-       */
-       bool new_style_water = g_settings.getBool("new_style_water");
-       bool new_style_leaves = g_settings.getBool("new_style_leaves");
-       
-       float node_water_level = 1.0;
-       if(new_style_water)
-               node_water_level = 0.85;
-       
-       /*
-               We are including the faces of the trailing edges of the block.
-               This means that when something changes, the caller must
-               also update the meshes of the blocks at the leading edges.
-
-               NOTE: This is the slowest part of this method.
-       */
-       
-       {
-               // 4-23ms for MAP_BLOCKSIZE=16
-               //TimeTaker timer2("updateMesh() collect");
-
-               /*
-                       Go through every y,z and get top faces in rows of x+
-               */
-               for(s16 y=0; y<MAP_BLOCKSIZE; y++){
-                       for(s16 z=0; z<MAP_BLOCKSIZE; z++){
-                               updateFastFaceRow(data->m_daynight_ratio, posRelative_f,
-                                               v3s16(0,y,z), MAP_BLOCKSIZE,
-                                               v3s16(1,0,0), //dir
-                                               v3f  (1,0,0),
-                                               v3s16(0,1,0), //face dir
-                                               v3f  (0,1,0),
-                                               fastfaces_new,
-                                               data->m_temp_mods,
-                                               data->m_vmanip,
-                                               blockpos_nodes);
-                       }
-               }
-               /*
-                       Go through every x,y and get right faces in rows of z+
-               */
-               for(s16 x=0; x<MAP_BLOCKSIZE; x++){
-                       for(s16 y=0; y<MAP_BLOCKSIZE; y++){
-                               updateFastFaceRow(data->m_daynight_ratio, posRelative_f,
-                                               v3s16(x,y,0), MAP_BLOCKSIZE,
-                                               v3s16(0,0,1),
-                                               v3f  (0,0,1),
-                                               v3s16(1,0,0),
-                                               v3f  (1,0,0),
-                                               fastfaces_new,
-                                               data->m_temp_mods,
-                                               data->m_vmanip,
-                                               blockpos_nodes);
-                       }
-               }
-               /*
-                       Go through every y,z and get back faces in rows of x+
-               */
-               for(s16 z=0; z<MAP_BLOCKSIZE; z++){
-                       for(s16 y=0; y<MAP_BLOCKSIZE; y++){
-                               updateFastFaceRow(data->m_daynight_ratio, posRelative_f,
-                                               v3s16(0,y,z), MAP_BLOCKSIZE,
-                                               v3s16(1,0,0),
-                                               v3f  (1,0,0),
-                                               v3s16(0,0,1),
-                                               v3f  (0,0,1),
-                                               fastfaces_new,
-                                               data->m_temp_mods,
-                                               data->m_vmanip,
-                                               blockpos_nodes);
-                       }
-               }
-       }
-
-       // End of slow part
-
-       /*
-               Convert FastFaces to SMesh
-       */
-
-       MeshCollector collector;
-
-       if(fastfaces_new.size() > 0)
-       {
-               // avg 0ms (100ms spikes when loading textures the first time)
-               //TimeTaker timer2("updateMesh() mesh building");
-
-               video::SMaterial material;
-               material.setFlag(video::EMF_LIGHTING, false);
-               material.setFlag(video::EMF_BILINEAR_FILTER, false);
-               material.setFlag(video::EMF_FOG_ENABLE, true);
-               //material.setFlag(video::EMF_ANTI_ALIASING, video::EAAM_OFF);
-               //material.setFlag(video::EMF_ANTI_ALIASING, video::EAAM_SIMPLE);
-
-               for(u32 i=0; i<fastfaces_new.size(); i++)
-               {
-                       FastFace &f = fastfaces_new[i];
-
-                       const u16 indices[] = {0,1,2,2,3,0};
-                       
-                       video::ITexture *texture = f.tile.texture.atlas;
-                       if(texture == NULL)
-                               continue;
-
-                       material.setTexture(0, texture);
-                       
-                       f.tile.applyMaterialOptions(material);
-                       
-                       collector.append(material, f.vertices, 4, indices, 6);
-               }
-       }
-
-       /*
-               Add special graphics:
-               - torches
-               - flowing water
-       */
-
-       // 0ms
-       //TimeTaker timer2("updateMesh() adding special stuff");
-
-       // Flowing water material
-       video::SMaterial material_water1;
-       material_water1.setFlag(video::EMF_LIGHTING, false);
-       material_water1.setFlag(video::EMF_BACK_FACE_CULLING, false);
-       material_water1.setFlag(video::EMF_BILINEAR_FILTER, false);
-       material_water1.setFlag(video::EMF_FOG_ENABLE, true);
-       material_water1.MaterialType = video::EMT_TRANSPARENT_VERTEX_ALPHA;
-       AtlasPointer pa_water1 = g_texturesource->getTexture(
-                       g_texturesource->getTextureId("water.png"));
-       material_water1.setTexture(0, pa_water1.atlas);
-
-       // New-style leaves material
-       video::SMaterial material_leaves1;
-       material_leaves1.setFlag(video::EMF_LIGHTING, false);
-       //material_leaves1.setFlag(video::EMF_BACK_FACE_CULLING, false);
-       material_leaves1.setFlag(video::EMF_BILINEAR_FILTER, false);
-       material_leaves1.setFlag(video::EMF_FOG_ENABLE, true);
-       material_leaves1.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
-       AtlasPointer pa_leaves1 = g_texturesource->getTexture(
-                       g_texturesource->getTextureId("leaves.png"));
-       material_leaves1.setTexture(0, pa_leaves1.atlas);
-
-       for(s16 z=0; z<MAP_BLOCKSIZE; z++)
-       for(s16 y=0; y<MAP_BLOCKSIZE; y++)
-       for(s16 x=0; x<MAP_BLOCKSIZE; x++)
-       {
-               v3s16 p(x,y,z);
-
-               MapNode n = data->m_vmanip.getNodeNoEx(blockpos_nodes+p);
-               
-               /*
-                       Add torches to mesh
-               */
-               if(n.d == CONTENT_TORCH)
-               {
-                       video::SColor c(255,255,255,255);
-
-                       // Wall at X+ of node
-                       video::S3DVertex vertices[4] =
-                       {
-                               video::S3DVertex(-BS/2,-BS/2,0, 0,0,0, c, 0,1),
-                               video::S3DVertex(BS/2,-BS/2,0, 0,0,0, c, 1,1),
-                               video::S3DVertex(BS/2,BS/2,0, 0,0,0, c, 1,0),
-                               video::S3DVertex(-BS/2,BS/2,0, 0,0,0, c, 0,0),
-                       };
-
-                       v3s16 dir = unpackDir(n.dir);
-
-                       for(s32 i=0; i<4; i++)
-                       {
-                               if(dir == v3s16(1,0,0))
-                                       vertices[i].Pos.rotateXZBy(0);
-                               if(dir == v3s16(-1,0,0))
-                                       vertices[i].Pos.rotateXZBy(180);
-                               if(dir == v3s16(0,0,1))
-                                       vertices[i].Pos.rotateXZBy(90);
-                               if(dir == v3s16(0,0,-1))
-                                       vertices[i].Pos.rotateXZBy(-90);
-                               if(dir == v3s16(0,-1,0))
-                                       vertices[i].Pos.rotateXZBy(45);
-                               if(dir == v3s16(0,1,0))
-                                       vertices[i].Pos.rotateXZBy(-45);
-
-                               vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
-                       }
-
-                       // Set material
-                       video::SMaterial material;
-                       material.setFlag(video::EMF_LIGHTING, false);
-                       material.setFlag(video::EMF_BACK_FACE_CULLING, false);
-                       material.setFlag(video::EMF_BILINEAR_FILTER, false);
-                       //material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
-                       material.MaterialType
-                                       = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
-
-                       if(dir == v3s16(0,-1,0))
-                               material.setTexture(0,
-                                               g_texturesource->getTextureRaw("torch_on_floor.png"));
-                       else if(dir == v3s16(0,1,0))
-                               material.setTexture(0,
-                                               g_texturesource->getTextureRaw("torch_on_ceiling.png"));
-                       // For backwards compatibility
-                       else if(dir == v3s16(0,0,0))
-                               material.setTexture(0,
-                                               g_texturesource->getTextureRaw("torch_on_floor.png"));
-                       else
-                               material.setTexture(0, 
-                                               g_texturesource->getTextureRaw("torch.png"));
-
-                       u16 indices[] = {0,1,2,2,3,0};
-                       // Add to mesh collector
-                       collector.append(material, vertices, 4, indices, 6);
-               }
-               /*
-                       Signs on walls
-               */
-               if(n.d == CONTENT_SIGN_WALL)
-               {
-                       u8 l = decode_light(n.getLightBlend(data->m_daynight_ratio));
-                       video::SColor c(255,l,l,l);
-                               
-                       float d = (float)BS/16;
-                       // Wall at X+ of node
-                       video::S3DVertex vertices[4] =
-                       {
-                               video::S3DVertex(BS/2-d,-BS/2,-BS/2, 0,0,0, c, 0,1),
-                               video::S3DVertex(BS/2-d,-BS/2,BS/2, 0,0,0, c, 1,1),
-                               video::S3DVertex(BS/2-d,BS/2,BS/2, 0,0,0, c, 1,0),
-                               video::S3DVertex(BS/2-d,BS/2,-BS/2, 0,0,0, c, 0,0),
-                       };
-
-                       v3s16 dir = unpackDir(n.dir);
-
-                       for(s32 i=0; i<4; i++)
-                       {
-                               if(dir == v3s16(1,0,0))
-                                       vertices[i].Pos.rotateXZBy(0);
-                               if(dir == v3s16(-1,0,0))
-                                       vertices[i].Pos.rotateXZBy(180);
-                               if(dir == v3s16(0,0,1))
-                                       vertices[i].Pos.rotateXZBy(90);
-                               if(dir == v3s16(0,0,-1))
-                                       vertices[i].Pos.rotateXZBy(-90);
-                               if(dir == v3s16(0,-1,0))
-                                       vertices[i].Pos.rotateXYBy(-90);
-                               if(dir == v3s16(0,1,0))
-                                       vertices[i].Pos.rotateXYBy(90);
-
-                               vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
-                       }
-
-                       // Set material
-                       video::SMaterial material;
-                       material.setFlag(video::EMF_LIGHTING, false);
-                       material.setFlag(video::EMF_BACK_FACE_CULLING, false);
-                       material.setFlag(video::EMF_BILINEAR_FILTER, false);
-                       material.setFlag(video::EMF_FOG_ENABLE, true);
-                       //material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
-                       material.MaterialType
-                                       = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
-
-                       material.setTexture(0, 
-                                       g_texturesource->getTextureRaw("sign_wall.png"));
-
-                       u16 indices[] = {0,1,2,2,3,0};
-                       // Add to mesh collector
-                       collector.append(material, vertices, 4, indices, 6);
-               }
-               /*
-                       Add flowing water to mesh
-               */
-               else if(n.d == CONTENT_WATER)
-               {
-                       bool top_is_water = false;
-                       MapNode n = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x,y+1,z));
-                       if(n.d == CONTENT_WATER || n.d == CONTENT_WATERSOURCE)
-                               top_is_water = true;
-                       
-                       u8 l = decode_light(n.getLightBlend(data->m_daynight_ratio));
-                       video::SColor c(WATER_ALPHA,l,l,l);
-                       
-                       // Neighbor water levels (key = relative position)
-                       // Includes current node
-                       core::map<v3s16, f32> neighbor_levels;
-                       core::map<v3s16, u8> neighbor_contents;
-                       core::map<v3s16, u8> neighbor_flags;
-                       const u8 neighborflag_top_is_water = 0x01;
-                       v3s16 neighbor_dirs[9] = {
-                               v3s16(0,0,0),
-                               v3s16(0,0,1),
-                               v3s16(0,0,-1),
-                               v3s16(1,0,0),
-                               v3s16(-1,0,0),
-                               v3s16(1,0,1),
-                               v3s16(-1,0,-1),
-                               v3s16(1,0,-1),
-                               v3s16(-1,0,1),
-                       };
-                       for(u32 i=0; i<9; i++)
-                       {
-                               u8 content = CONTENT_AIR;
-                               float level = -0.5 * BS;
-                               u8 flags = 0;
-                               // Check neighbor
-                               v3s16 p2 = p + neighbor_dirs[i];
-                               MapNode n2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p2);
-                               if(n2.d != CONTENT_IGNORE)
-                               {
-                                       content = n2.d;
-
-                                       if(n2.d == CONTENT_WATERSOURCE)
-                                               level = (-0.5+node_water_level) * BS;
-                                       else if(n2.d == CONTENT_WATER)
-                                               level = (-0.5 + ((float)n2.param2 + 0.5) / 8.0
-                                                               * node_water_level) * BS;
-
-                                       // Check node above neighbor.
-                                       // NOTE: This doesn't get executed if neighbor
-                                       //       doesn't exist
-                                       p2.Y += 1;
-                                       n2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p2);
-                                       if(n2.d == CONTENT_WATERSOURCE || n2.d == CONTENT_WATER)
-                                               flags |= neighborflag_top_is_water;
-                               }
-                               
-                               neighbor_levels.insert(neighbor_dirs[i], level);
-                               neighbor_contents.insert(neighbor_dirs[i], content);
-                               neighbor_flags.insert(neighbor_dirs[i], flags);
-                       }
-
-                       //float water_level = (-0.5 + ((float)n.param2 + 0.5) / 8.0) * BS;
-                       //float water_level = neighbor_levels[v3s16(0,0,0)];
-
-                       // Corner heights (average between four waters)
-                       f32 corner_levels[4];
-                       
-                       v3s16 halfdirs[4] = {
-                               v3s16(0,0,0),
-                               v3s16(1,0,0),
-                               v3s16(1,0,1),
-                               v3s16(0,0,1),
-                       };
-                       for(u32 i=0; i<4; i++)
-                       {
-                               v3s16 cornerdir = halfdirs[i];
-                               float cornerlevel = 0;
-                               u32 valid_count = 0;
-                               for(u32 j=0; j<4; j++)
-                               {
-                                       v3s16 neighbordir = cornerdir - halfdirs[j];
-                                       u8 content = neighbor_contents[neighbordir];
-                                       // Special case for source nodes
-                                       if(content == CONTENT_WATERSOURCE)
-                                       {
-                                               cornerlevel = (-0.5+node_water_level)*BS;
-                                               valid_count = 1;
-                                               break;
-                                       }
-                                       else if(content == CONTENT_WATER)
-                                       {
-                                               cornerlevel += neighbor_levels[neighbordir];
-                                               valid_count++;
-                                       }
-                                       else if(content == CONTENT_AIR)
-                                       {
-                                               cornerlevel += -0.5*BS;
-                                               valid_count++;
-                                       }
-                               }
-                               if(valid_count > 0)
-                                       cornerlevel /= valid_count;
-                               corner_levels[i] = cornerlevel;
-                       }
-
-                       /*
-                               Generate sides
-                       */
-
-                       v3s16 side_dirs[4] = {
-                               v3s16(1,0,0),
-                               v3s16(-1,0,0),
-                               v3s16(0,0,1),
-                               v3s16(0,0,-1),
-                       };
-                       s16 side_corners[4][2] = {
-                               {1, 2},
-                               {3, 0},
-                               {2, 3},
-                               {0, 1},
-                       };
-                       for(u32 i=0; i<4; i++)
-                       {
-                               v3s16 dir = side_dirs[i];
-
-                               /*
-                                       If our topside is water and neighbor's topside
-                                       is water, don't draw side face
-                               */
-                               if(top_is_water &&
-                                               neighbor_flags[dir] & neighborflag_top_is_water)
-                                       continue;
-
-                               u8 neighbor_content = neighbor_contents[dir];
-                               
-                               // Don't draw face if neighbor is not air or water
-                               if(neighbor_content != CONTENT_AIR
-                                               && neighbor_content != CONTENT_WATER)
-                                       continue;
-                               
-                               bool neighbor_is_water = (neighbor_content == CONTENT_WATER);
-                               
-                               // Don't draw any faces if neighbor is water and top is water
-                               if(neighbor_is_water == true && top_is_water == false)
-                                       continue;
-                               
-                               video::S3DVertex vertices[4] =
-                               {
-                                       /*video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c, 0,1),
-                                       video::S3DVertex(BS/2,0,BS/2, 0,0,0, c, 1,1),
-                                       video::S3DVertex(BS/2,0,BS/2, 0,0,0, c, 1,0),
-                                       video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c, 0,0),*/
-                                       video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c,
-                                                       pa_water1.x0(), pa_water1.y1()),
-                                       video::S3DVertex(BS/2,0,BS/2, 0,0,0, c,
-                                                       pa_water1.x1(), pa_water1.y1()),
-                                       video::S3DVertex(BS/2,0,BS/2, 0,0,0, c,
-                                                       pa_water1.x1(), pa_water1.y0()),
-                                       video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c,
-                                                       pa_water1.x0(), pa_water1.y0()),
-                               };
-                               
-                               /*
-                                       If our topside is water, set upper border of face
-                                       at upper border of node
-                               */
-                               if(top_is_water)
-                               {
-                                       vertices[2].Pos.Y = 0.5*BS;
-                                       vertices[3].Pos.Y = 0.5*BS;
-                               }
-                               /*
-                                       Otherwise upper position of face is corner levels
-                               */
-                               else
-                               {
-                                       vertices[2].Pos.Y = corner_levels[side_corners[i][0]];
-                                       vertices[3].Pos.Y = corner_levels[side_corners[i][1]];
-                               }
-                               
-                               /*
-                                       If neighbor is water, lower border of face is corner
-                                       water levels
-                               */
-                               if(neighbor_is_water)
-                               {
-                                       vertices[0].Pos.Y = corner_levels[side_corners[i][1]];
-                                       vertices[1].Pos.Y = corner_levels[side_corners[i][0]];
-                               }
-                               /*
-                                       If neighbor is not water, lower border of face is
-                                       lower border of node
-                               */
-                               else
-                               {
-                                       vertices[0].Pos.Y = -0.5*BS;
-                                       vertices[1].Pos.Y = -0.5*BS;
-                               }
-                               
-                               for(s32 j=0; j<4; j++)
-                               {
-                                       if(dir == v3s16(0,0,1))
-                                               vertices[j].Pos.rotateXZBy(0);
-                                       if(dir == v3s16(0,0,-1))
-                                               vertices[j].Pos.rotateXZBy(180);
-                                       if(dir == v3s16(-1,0,0))
-                                               vertices[j].Pos.rotateXZBy(90);
-                                       if(dir == v3s16(1,0,-0))
-                                               vertices[j].Pos.rotateXZBy(-90);
-
-                                       vertices[j].Pos += intToFloat(p + blockpos_nodes, BS);
-                               }
-
-                               u16 indices[] = {0,1,2,2,3,0};
-                               // Add to mesh collector
-                               collector.append(material_water1, vertices, 4, indices, 6);
-                       }
-                       
-                       /*
-                               Generate top side, if appropriate
-                       */
-                       
-                       if(top_is_water == false)
-                       {
-                               video::S3DVertex vertices[4] =
-                               {
-                                       /*video::S3DVertex(-BS/2,0,-BS/2, 0,0,0, c, 0,1),
-                                       video::S3DVertex(BS/2,0,-BS/2, 0,0,0, c, 1,1),
-                                       video::S3DVertex(BS/2,0,BS/2, 0,0,0, c, 1,0),
-                                       video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c, 0,0),*/
-                                       video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c,
-                                                       pa_water1.x0(), pa_water1.y1()),
-                                       video::S3DVertex(BS/2,0,BS/2, 0,0,0, c,
-                                                       pa_water1.x1(), pa_water1.y1()),
-                                       video::S3DVertex(BS/2,0,-BS/2, 0,0,0, c,
-                                                       pa_water1.x1(), pa_water1.y0()),
-                                       video::S3DVertex(-BS/2,0,-BS/2, 0,0,0, c,
-                                                       pa_water1.x0(), pa_water1.y0()),
-                               };
-                               
-                               // This fixes a strange bug
-                               s32 corner_resolve[4] = {3,2,1,0};
-
-                               for(s32 i=0; i<4; i++)
-                               {
-                                       //vertices[i].Pos.Y += water_level;
-                                       //vertices[i].Pos.Y += neighbor_levels[v3s16(0,0,0)];
-                                       s32 j = corner_resolve[i];
-                                       vertices[i].Pos.Y += corner_levels[j];
-                                       vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
-                               }
-
-                               u16 indices[] = {0,1,2,2,3,0};
-                               // Add to mesh collector
-                               collector.append(material_water1, vertices, 4, indices, 6);
-                       }
-               }
-               /*
-                       Add water sources to mesh if using new style
-               */
-               else if(n.d == CONTENT_WATERSOURCE && new_style_water)
-               {
-                       //bool top_is_water = false;
-                       bool top_is_air = false;
-                       MapNode n = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x,y+1,z));
-                       /*if(n.d == CONTENT_WATER || n.d == CONTENT_WATERSOURCE)
-                               top_is_water = true;*/
-                       if(n.d == CONTENT_AIR)
-                               top_is_air = true;
-                       
-                       /*if(top_is_water == true)
-                               continue;*/
-                       if(top_is_air == false)
-                               continue;
-
-                       u8 l = decode_light(n.getLightBlend(data->m_daynight_ratio));
-                       video::SColor c(WATER_ALPHA,l,l,l);
-                       
-                       video::S3DVertex vertices[4] =
-                       {
-                               /*video::S3DVertex(-BS/2,0,-BS/2, 0,0,0, c, 0,1),
-                               video::S3DVertex(BS/2,0,-BS/2, 0,0,0, c, 1,1),
-                               video::S3DVertex(BS/2,0,BS/2, 0,0,0, c, 1,0),
-                               video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c, 0,0),*/
-                               video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c,
-                                               pa_water1.x0(), pa_water1.y1()),
-                               video::S3DVertex(BS/2,0,BS/2, 0,0,0, c,
-                                               pa_water1.x1(), pa_water1.y1()),
-                               video::S3DVertex(BS/2,0,-BS/2, 0,0,0, c,
-                                               pa_water1.x1(), pa_water1.y0()),
-                               video::S3DVertex(-BS/2,0,-BS/2, 0,0,0, c,
-                                               pa_water1.x0(), pa_water1.y0()),
-                       };
-
-                       for(s32 i=0; i<4; i++)
-                       {
-                               vertices[i].Pos.Y += (-0.5+node_water_level)*BS;
-                               vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
-                       }
-
-                       u16 indices[] = {0,1,2,2,3,0};
-                       // Add to mesh collector
-                       collector.append(material_water1, vertices, 4, indices, 6);
-               }
-               /*
-                       Add leaves if using new style
-               */
-               else if(n.d == CONTENT_LEAVES && new_style_leaves)
-               {
-                       /*u8 l = decode_light(n.getLightBlend(data->m_daynight_ratio));*/
-                       u8 l = decode_light(undiminish_light(n.getLightBlend(data->m_daynight_ratio)));
-                       video::SColor c(255,l,l,l);
-
-                       for(u32 j=0; j<6; j++)
-                       {
-                               video::S3DVertex vertices[4] =
-                               {
-                                       /*video::S3DVertex(-BS/2,-BS/2,BS/2, 0,0,0, c, 0,1),
-                                       video::S3DVertex(BS/2,-BS/2,BS/2, 0,0,0, c, 1,1),
-                                       video::S3DVertex(BS/2,BS/2,BS/2, 0,0,0, c, 1,0),
-                                       video::S3DVertex(-BS/2,BS/2,BS/2, 0,0,0, c, 0,0),*/
-                                       video::S3DVertex(-BS/2,-BS/2,BS/2, 0,0,0, c,
-                                               pa_leaves1.x0(), pa_leaves1.y1()),
-                                       video::S3DVertex(BS/2,-BS/2,BS/2, 0,0,0, c,
-                                               pa_leaves1.x1(), pa_leaves1.y1()),
-                                       video::S3DVertex(BS/2,BS/2,BS/2, 0,0,0, c,
-                                               pa_leaves1.x1(), pa_leaves1.y0()),
-                                       video::S3DVertex(-BS/2,BS/2,BS/2, 0,0,0, c,
-                                               pa_leaves1.x0(), pa_leaves1.y0()),
-                               };
-
-                               if(j == 0)
-                               {
-                                       for(u16 i=0; i<4; i++)
-                                               vertices[i].Pos.rotateXZBy(0);
-                               }
-                               else if(j == 1)
-                               {
-                                       for(u16 i=0; i<4; i++)
-                                               vertices[i].Pos.rotateXZBy(180);
-                               }
-                               else if(j == 2)
-                               {
-                                       for(u16 i=0; i<4; i++)
-                                               vertices[i].Pos.rotateXZBy(-90);
-                               }
-                               else if(j == 3)
-                               {
-                                       for(u16 i=0; i<4; i++)
-                                               vertices[i].Pos.rotateXZBy(90);
-                               }
-                               else if(j == 4)
-                               {
-                                       for(u16 i=0; i<4; i++)
-                                               vertices[i].Pos.rotateYZBy(-90);
-                               }
-                               else if(j == 5)
-                               {
-                                       for(u16 i=0; i<4; i++)
-                                               vertices[i].Pos.rotateYZBy(90);
-                               }
-
-                               for(u16 i=0; i<4; i++)
-                               {
-                                       vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
-                               }
-
-                               u16 indices[] = {0,1,2,2,3,0};
-                               // Add to mesh collector
-                               collector.append(material_leaves1, vertices, 4, indices, 6);
-                       }
-               }
-       }
-
-       /*
-               Add stuff from collector to mesh
-       */
-       
-       scene::SMesh *mesh_new = NULL;
-       mesh_new = new scene::SMesh();
-       
-       collector.fillMesh(mesh_new);
-
-       /*
-               Do some stuff to the mesh
-       */
-
-       mesh_new->recalculateBoundingBox();
-
-       /*
-               Delete new mesh if it is empty
-       */
-
-       if(mesh_new->getMeshBufferCount() == 0)
-       {
-               mesh_new->drop();
-               mesh_new = NULL;
-       }
-
-       if(mesh_new)
-       {
-#if 0
-               // Usually 1-700 faces and 1-7 materials
-               std::cout<<"Updated MapBlock has "<<fastfaces_new.size()<<" faces "
-                               <<"and uses "<<mesh_new->getMeshBufferCount()
-                               <<" materials (meshbuffers)"<<std::endl;
-#endif
-
-               // Use VBO for mesh (this just would set this for ever buffer)
-               // This will lead to infinite memory usage because or irrlicht.
-               //mesh_new->setHardwareMappingHint(scene::EHM_STATIC);
-
-               /*
-                       NOTE: If that is enabled, some kind of a queue to the main
-                       thread should be made which would call irrlicht to delete
-                       the hardware buffer and then delete the mesh
-               */
-       }
-
-       return mesh_new;
-       
-       //std::cout<<"added "<<fastfaces.getSize()<<" faces."<<std::endl;
-}
-
-#endif // !SERVER
 
 /*
        MapBlock
 */
 
 
 /*
        MapBlock
 */
 
-MapBlock::MapBlock(NodeContainer *parent, v3s16 pos, bool dummy):
+MapBlock::MapBlock(Map *parent, v3s16 pos, IGameDef *gamedef, bool dummy):
                m_parent(parent),
                m_pos(pos),
                m_parent(parent),
                m_pos(pos),
-               changed(true),
+               m_pos_relative(pos * MAP_BLOCKSIZE),
+               m_gamedef(gamedef),
+               m_modified(MOD_STATE_WRITE_NEEDED),
+               m_modified_reason(MOD_REASON_INITIAL),
                is_underground(false),
                is_underground(false),
-               m_lighting_expired(true),
+               m_lighting_complete(0xFFFF),
                m_day_night_differs(false),
                m_day_night_differs(false),
-               //m_not_fully_generated(false),
-               m_objects(this)
+               m_day_night_differs_expired(true),
+               m_generated(false),
+               m_timestamp(BLOCK_TIMESTAMP_UNDEFINED),
+               m_disk_timestamp(BLOCK_TIMESTAMP_UNDEFINED),
+               m_usage_timer(0),
+               m_refcount(0)
 {
        data = NULL;
        if(dummy == false)
                reallocate();
 {
        data = NULL;
        if(dummy == false)
                reallocate();
-       
-       //m_spawn_timer = -10000;
 
 #ifndef SERVER
 
 #ifndef SERVER
-       m_mesh_expired = false;
-       mesh_mutex.Init();
        mesh = NULL;
        mesh = NULL;
-       m_temp_mods_mutex.Init();
 #endif
 }
 
 #endif
 }
 
@@ -1304,11 +95,11 @@ MapBlock::~MapBlock()
 {
 #ifndef SERVER
        {
 {
 #ifndef SERVER
        {
-               JMutexAutoLock lock(mesh_mutex);
-               
+               //MutexAutoLock lock(mesh_mutex);
+
                if(mesh)
                {
                if(mesh)
                {
-                       mesh->drop();
+                       delete mesh;
                        mesh = NULL;
                }
        }
                        mesh = NULL;
                }
        }
@@ -1329,177 +120,100 @@ bool MapBlock::isValidPositionParent(v3s16 p)
        }
 }
 
        }
 }
 
-MapNode MapBlock::getNodeParent(v3s16 p)
+MapNode MapBlock::getNodeParent(v3s16 p, bool *is_valid_position)
 {
 {
-       if(isValidPosition(p) == false)
-       {
-               return m_parent->getNode(getPosRelative() + p);
-       }
-       else
-       {
-               if(data == NULL)
-                       throw InvalidPositionException();
-               return data[p.Z*MAP_BLOCKSIZE*MAP_BLOCKSIZE + p.Y*MAP_BLOCKSIZE + p.X];
-       }
-}
+       if (isValidPosition(p) == false)
+               return m_parent->getNodeNoEx(getPosRelative() + p, is_valid_position);
 
 
-void MapBlock::setNodeParent(v3s16 p, MapNode & n)
-{
-       if(isValidPosition(p) == false)
-       {
-               m_parent->setNode(getPosRelative() + p, n);
-       }
-       else
-       {
-               if(data == NULL)
-                       throw InvalidPositionException();
-               data[p.Z*MAP_BLOCKSIZE*MAP_BLOCKSIZE + p.Y*MAP_BLOCKSIZE + p.X] = n;
+       if (data == NULL) {
+               if (is_valid_position)
+                       *is_valid_position = false;
+               return MapNode(CONTENT_IGNORE);
        }
        }
+       if (is_valid_position)
+               *is_valid_position = true;
+       return data[p.Z * zstride + p.Y * ystride + p.X];
 }
 
 }
 
-MapNode MapBlock::getNodeParentNoEx(v3s16 p)
+std::string MapBlock::getModifiedReasonString()
 {
 {
-       if(isValidPosition(p) == false)
-       {
-               try{
-                       return m_parent->getNode(getPosRelative() + p);
-               }
-               catch(InvalidPositionException &e)
-               {
-                       return MapNode(CONTENT_IGNORE);
-               }
-       }
-       else
-       {
-               if(data == NULL)
-               {
-                       return MapNode(CONTENT_IGNORE);
-               }
-               return data[p.Z*MAP_BLOCKSIZE*MAP_BLOCKSIZE + p.Y*MAP_BLOCKSIZE + p.X];
-       }
-}
+       std::string reason;
 
 
-#ifndef SERVER
+       const u32 ubound = MYMIN(sizeof(m_modified_reason) * CHAR_BIT,
+               ARRLEN(modified_reason_strings));
 
 
-#if 1
-void MapBlock::updateMesh(u32 daynight_ratio)
-{
-#if 0
-       /*
-               DEBUG: If mesh has been generated, don't generate it again
-       */
-       {
-               JMutexAutoLock meshlock(mesh_mutex);
-               if(mesh != NULL)
-                       return;
-       }
-#endif
+       for (u32 i = 0; i != ubound; i++) {
+               if ((m_modified_reason & (1 << i)) == 0)
+                       continue;
 
 
-       MeshMakeData data;
-       data.fill(daynight_ratio, this);
-       
-       scene::SMesh *mesh_new = makeMapBlockMesh(&data);
-       
-       /*
-               Replace the mesh
-       */
-
-       replaceMesh(mesh_new);
-
-}
-#endif
-
-void MapBlock::replaceMesh(scene::SMesh *mesh_new)
-{
-       mesh_mutex.Lock();
-
-       //scene::SMesh *mesh_old = mesh[daynight_i];
-       //mesh[daynight_i] = mesh_new;
-
-       scene::SMesh *mesh_old = mesh;
-       mesh = mesh_new;
-       setMeshExpired(false);
-       
-       if(mesh_old != NULL)
-       {
-               // Remove hardware buffers of meshbuffers of mesh
-               // NOTE: No way, this runs in a different thread and everything
-               /*u32 c = mesh_old->getMeshBufferCount();
-               for(u32 i=0; i<c; i++)
-               {
-                       IMeshBuffer *buf = mesh_old->getMeshBuffer(i);
-               }*/
-               
-               /*dstream<<"mesh_old->getReferenceCount()="
-                               <<mesh_old->getReferenceCount()<<std::endl;
-               u32 c = mesh_old->getMeshBufferCount();
-               for(u32 i=0; i<c; i++)
-               {
-                       scene::IMeshBuffer *buf = mesh_old->getMeshBuffer(i);
-                       dstream<<"buf->getReferenceCount()="
-                                       <<buf->getReferenceCount()<<std::endl;
-               }*/
-
-               // Drop the mesh
-               mesh_old->drop();
-
-               //delete mesh_old;
+               reason += modified_reason_strings[i];
+               reason += ", ";
        }
 
        }
 
-       mesh_mutex.Unlock();
+       if (reason.length() > 2)
+               reason.resize(reason.length() - 2);
+
+       return reason;
 }
 }
-       
-#endif // !SERVER
 
 /*
        Propagates sunlight down through the block.
        Doesn't modify nodes that are not affected by sunlight.
 
 /*
        Propagates sunlight down through the block.
        Doesn't modify nodes that are not affected by sunlight.
-       
-       Returns false if sunlight at bottom block is invalid
+
+       Returns false if sunlight at bottom block is invalid.
+       Returns true if sunlight at bottom block is valid.
        Returns true if bottom block doesn't exist.
 
        If there is a block above, continues from it.
        If there is no block above, assumes there is sunlight, unless
        is_underground is set or highest node is water.
 
        Returns true if bottom block doesn't exist.
 
        If there is a block above, continues from it.
        If there is no block above, assumes there is sunlight, unless
        is_underground is set or highest node is water.
 
-       At the moment, all sunlighted nodes are added to light_sources.
-       - SUGG: This could be optimized
-
-       Turns sunglighted mud into grass.
+       All sunlighted nodes are added to light_sources.
 
        if remove_light==true, sets non-sunlighted nodes black.
 
        if black_air_left!=NULL, it is set to true if non-sunlighted
        air is left in block.
 */
 
        if remove_light==true, sets non-sunlighted nodes black.
 
        if black_air_left!=NULL, it is set to true if non-sunlighted
        air is left in block.
 */
-bool MapBlock::propagateSunlight(core::map<v3s16, bool> & light_sources,
-               bool remove_light, bool *black_air_left,
-               bool grow_grass)
+bool MapBlock::propagateSunlight(std::set<v3s16> & light_sources,
+               bool remove_light, bool *black_air_left)
 {
 {
+       INodeDefManager *nodemgr = m_gamedef->ndef();
+
        // Whether the sunlight at the top of the bottom block is valid
        bool block_below_is_valid = true;
        // Whether the sunlight at the top of the bottom block is valid
        bool block_below_is_valid = true;
-       
+
        v3s16 pos_relative = getPosRelative();
        v3s16 pos_relative = getPosRelative();
-       
+
        for(s16 x=0; x<MAP_BLOCKSIZE; x++)
        {
                for(s16 z=0; z<MAP_BLOCKSIZE; z++)
                {
 #if 1
                        bool no_sunlight = false;
        for(s16 x=0; x<MAP_BLOCKSIZE; x++)
        {
                for(s16 z=0; z<MAP_BLOCKSIZE; z++)
                {
 #if 1
                        bool no_sunlight = false;
-                       bool no_top_block = false;
+                       //bool no_top_block = false;
+
                        // Check if node above block has sunlight
                        // Check if node above block has sunlight
-                       try{
-                               MapNode n = getNodeParent(v3s16(x, MAP_BLOCKSIZE, z));
-                               if(n.getLight(LIGHTBANK_DAY) != LIGHT_SUN)
+
+                       bool is_valid_position;
+                       MapNode n = getNodeParent(v3s16(x, MAP_BLOCKSIZE, z),
+                               &is_valid_position);
+                       if (is_valid_position)
+                       {
+                               if(n.getContent() == CONTENT_IGNORE)
+                               {
+                                       // Trust heuristics
+                                       no_sunlight = is_underground;
+                               }
+                               else if(n.getLight(LIGHTBANK_DAY, m_gamedef->ndef()) != LIGHT_SUN)
                                {
                                        no_sunlight = true;
                                }
                        }
                                {
                                        no_sunlight = true;
                                }
                        }
-                       catch(InvalidPositionException &e)
+                       else
                        {
                        {
-                               no_top_block = true;
-                               
+                               //no_top_block = true;
+
                                // NOTE: This makes over-ground roofed places sunlighted
                                // Assume sunlight, unless is_underground==true
                                if(is_underground)
                                // NOTE: This makes over-ground roofed places sunlighted
                                // Assume sunlight, unless is_underground==true
                                if(is_underground)
@@ -1508,8 +222,8 @@ bool MapBlock::propagateSunlight(core::map<v3s16, bool> & light_sources,
                                }
                                else
                                {
                                }
                                else
                                {
-                                       MapNode n = getNode(v3s16(x, MAP_BLOCKSIZE-1, z));
-                                       if(n.d == CONTENT_WATER || n.d == CONTENT_WATERSOURCE)
+                                       MapNode n = getNodeNoEx(v3s16(x, MAP_BLOCKSIZE-1, z));
+                                       if(m_gamedef->ndef()->get(n).sunlight_propagates == false)
                                        {
                                                no_sunlight = true;
                                        }
                                        {
                                                no_sunlight = true;
                                        }
@@ -1541,51 +255,32 @@ bool MapBlock::propagateSunlight(core::map<v3s16, bool> & light_sources,
                                        <<", is_underground="<<is_underground
                                        <<", no_sunlight="<<no_sunlight
                                        <<std::endl;*/
                                        <<", is_underground="<<is_underground
                                        <<", no_sunlight="<<no_sunlight
                                        <<std::endl;*/
-               
+
                        s16 y = MAP_BLOCKSIZE-1;
                        s16 y = MAP_BLOCKSIZE-1;
-                       
+
                        // This makes difference to diminishing in water.
                        bool stopped_to_solid_object = false;
                        // This makes difference to diminishing in water.
                        bool stopped_to_solid_object = false;
-                       
+
                        u8 current_light = no_sunlight ? 0 : LIGHT_SUN;
 
                        for(; y >= 0; y--)
                        {
                                v3s16 pos(x, y, z);
                                MapNode &n = getNodeRef(pos);
                        u8 current_light = no_sunlight ? 0 : LIGHT_SUN;
 
                        for(; y >= 0; y--)
                        {
                                v3s16 pos(x, y, z);
                                MapNode &n = getNodeRef(pos);
-                               
+
                                if(current_light == 0)
                                {
                                        // Do nothing
                                }
                                if(current_light == 0)
                                {
                                        // Do nothing
                                }
-                               else if(current_light == LIGHT_SUN && n.sunlight_propagates())
+                               else if(current_light == LIGHT_SUN && nodemgr->get(n).sunlight_propagates)
                                {
                                        // Do nothing: Sunlight is continued
                                }
                                {
                                        // Do nothing: Sunlight is continued
                                }
-                               else if(n.light_propagates() == false)
+                               else if(nodemgr->get(n).light_propagates == false)
                                {
                                {
-                                       if(grow_grass)
-                                       {
-                                               bool upper_is_air = false;
-                                               try
-                                               {
-                                                       if(getNodeParent(pos+v3s16(0,1,0)).d == CONTENT_AIR)
-                                                               upper_is_air = true;
-                                               }
-                                               catch(InvalidPositionException &e)
-                                               {
-                                               }
-                                               // Turn mud into grass
-                                               if(upper_is_air && n.d == CONTENT_MUD
-                                                               && current_light == LIGHT_SUN)
-                                               {
-                                                       n.d = CONTENT_GRASS;
-                                               }
-                                       }
-
                                        // A solid object is on the way.
                                        stopped_to_solid_object = true;
                                        // A solid object is on the way.
                                        stopped_to_solid_object = true;
-                                       
+
                                        // Light stops.
                                        current_light = 0;
                                }
                                        // Light stops.
                                        current_light = 0;
                                }
@@ -1595,16 +290,16 @@ bool MapBlock::propagateSunlight(core::map<v3s16, bool> & light_sources,
                                        current_light = diminish_light(current_light);
                                }
 
                                        current_light = diminish_light(current_light);
                                }
 
-                               u8 old_light = n.getLight(LIGHTBANK_DAY);
+                               u8 old_light = n.getLight(LIGHTBANK_DAY, nodemgr);
 
                                if(current_light > old_light || remove_light)
                                {
 
                                if(current_light > old_light || remove_light)
                                {
-                                       n.setLight(LIGHTBANK_DAY, current_light);
+                                       n.setLight(LIGHTBANK_DAY, current_light, nodemgr);
                                }
                                }
-                               
+
                                if(diminish_light(current_light) != 0)
                                {
                                if(diminish_light(current_light) != 0)
                                {
-                                       light_sources.insert(pos_relative + pos, true);
+                                       light_sources.insert(pos_relative + pos);
                                }
 
                                if(current_light == 0 && stopped_to_solid_object)
                                }
 
                                if(current_light == 0 && stopped_to_solid_object)
@@ -1624,30 +319,30 @@ bool MapBlock::propagateSunlight(core::map<v3s16, bool> & light_sources,
 
                                Check if the node below the block has proper sunlight at top.
                                If not, the block below is invalid.
 
                                Check if the node below the block has proper sunlight at top.
                                If not, the block below is invalid.
-                               
+
                                Ignore non-transparent nodes as they always have no light
                        */
                                Ignore non-transparent nodes as they always have no light
                        */
-                       try
-                       {
+
                        if(block_below_is_valid)
                        {
                        if(block_below_is_valid)
                        {
-                               MapNode n = getNodeParent(v3s16(x, -1, z));
-                               if(n.light_propagates())
+                               MapNode n = getNodeParent(v3s16(x, -1, z), &is_valid_position);
+                               if (is_valid_position) {
+                                       if(nodemgr->get(n).light_propagates)
+                                       {
+                                               if(n.getLight(LIGHTBANK_DAY, nodemgr) == LIGHT_SUN
+                                                               && sunlight_should_go_down == false)
+                                                       block_below_is_valid = false;
+                                               else if(n.getLight(LIGHTBANK_DAY, nodemgr) != LIGHT_SUN
+                                                               && sunlight_should_go_down == true)
+                                                       block_below_is_valid = false;
+                                       }
+                               }
+                               else
                                {
                                {
-                                       if(n.getLight(LIGHTBANK_DAY) == LIGHT_SUN
-                                                       && sunlight_should_go_down == false)
-                                               block_below_is_valid = false;
-                                       else if(n.getLight(LIGHTBANK_DAY) != LIGHT_SUN
-                                                       && sunlight_should_go_down == true)
-                                               block_below_is_valid = false;
+                                       /*std::cout<<"InvalidBlockException for bottom block node"
+                                                       <<std::endl;*/
+                                       // Just no block below, no need to panic.
                                }
                                }
-                       }//if
-                       }//try
-                       catch(InvalidPositionException &e)
-                       {
-                               /*std::cout<<"InvalidBlockException for bottom block node"
-                                               <<std::endl;*/
-                               // Just no block below, no need to panic.
                        }
                }
        }
                        }
                }
        }
@@ -1660,7 +355,7 @@ void MapBlock::copyTo(VoxelManipulator &dst)
 {
        v3s16 data_size(MAP_BLOCKSIZE, MAP_BLOCKSIZE, MAP_BLOCKSIZE);
        VoxelArea data_area(v3s16(0,0,0), data_size - v3s16(1,1,1));
 {
        v3s16 data_size(MAP_BLOCKSIZE, MAP_BLOCKSIZE, MAP_BLOCKSIZE);
        VoxelArea data_area(v3s16(0,0,0), data_size - v3s16(1,1,1));
-       
+
        // Copy from data to VoxelManipulator
        dst.copyFrom(data, data_area, v3s16(0,0,0),
                        getPosRelative(), data_size);
        // Copy from data to VoxelManipulator
        dst.copyFrom(data, data_area, v3s16(0,0,0),
                        getPosRelative(), data_size);
@@ -1670,102 +365,51 @@ void MapBlock::copyFrom(VoxelManipulator &dst)
 {
        v3s16 data_size(MAP_BLOCKSIZE, MAP_BLOCKSIZE, MAP_BLOCKSIZE);
        VoxelArea data_area(v3s16(0,0,0), data_size - v3s16(1,1,1));
 {
        v3s16 data_size(MAP_BLOCKSIZE, MAP_BLOCKSIZE, MAP_BLOCKSIZE);
        VoxelArea data_area(v3s16(0,0,0), data_size - v3s16(1,1,1));
-       
+
        // Copy from VoxelManipulator to data
        dst.copyTo(data, data_area, v3s16(0,0,0),
                        getPosRelative(), data_size);
 }
 
        // Copy from VoxelManipulator to data
        dst.copyTo(data, data_area, v3s16(0,0,0),
                        getPosRelative(), data_size);
 }
 
-void MapBlock::stepObjects(float dtime, bool server, u32 daynight_ratio)
+void MapBlock::actuallyUpdateDayNightDiff()
 {
 {
-       /*
-               Step objects
-       */
-       m_objects.step(dtime, server, daynight_ratio);
-
-#if 0
-       /*
-               Spawn some objects at random.
-
-               Use dayNightDiffed() to approximate being near ground level
-       */
-       if(m_spawn_timer < -999)
-       {
-               m_spawn_timer = 60;
-       }
-       if(dayNightDiffed() == true && getObjectCount() == 0)
-       {
-               m_spawn_timer -= dtime;
-               if(m_spawn_timer <= 0.0)
-               {
-                       m_spawn_timer += myrand() % 300;
-                       
-                       v2s16 p2d(
-                               (myrand()%(MAP_BLOCKSIZE-1))+0,
-                               (myrand()%(MAP_BLOCKSIZE-1))+0
-                       );
-
-                       s16 y = getGroundLevel(p2d);
-                       
-                       if(y >= 0)
-                       {
-                               v3s16 p(p2d.X, y+1, p2d.Y);
-
-                               if(getNode(p).d == CONTENT_AIR
-                                               && getNode(p).getLightBlend(daynight_ratio) <= 11)
-                               {
-                                       RatObject *obj = new RatObject(NULL, -1, intToFloat(p, BS));
-                                       addObject(obj);
-                               }
-                       }
-               }
-       }
-#endif
-
-       setChangedFlag();
-}
+       INodeDefManager *nodemgr = m_gamedef->ndef();
 
 
+       // Running this function un-expires m_day_night_differs
+       m_day_night_differs_expired = false;
 
 
-void MapBlock::updateDayNightDiff()
-{
-       if(data == NULL)
-       {
+       if (data == NULL) {
                m_day_night_differs = false;
                return;
        }
 
                m_day_night_differs = false;
                return;
        }
 
-       bool differs = false;
+       bool differs;
 
        /*
                Check if any lighting value differs
        */
 
        /*
                Check if any lighting value differs
        */
-       for(u32 i=0; i<MAP_BLOCKSIZE*MAP_BLOCKSIZE*MAP_BLOCKSIZE; i++)
-       {
+       for (u32 i = 0; i < nodecount; i++) {
                MapNode &n = data[i];
                MapNode &n = data[i];
-               if(n.getLight(LIGHTBANK_DAY) != n.getLight(LIGHTBANK_NIGHT))
-               {
-                       differs = true;
+
+               differs = !n.isLightDayNightEq(nodemgr);
+               if (differs)
                        break;
                        break;
-               }
        }
 
        /*
                If some lighting values differ, check if the whole thing is
        }
 
        /*
                If some lighting values differ, check if the whole thing is
-               just air. If it is, differ = false
+               just air. If it is just air, differs = false
        */
        */
-       if(differs)
-       {
+       if (differs) {
                bool only_air = true;
                bool only_air = true;
-               for(u32 i=0; i<MAP_BLOCKSIZE*MAP_BLOCKSIZE*MAP_BLOCKSIZE; i++)
-               {
+               for (u32 i = 0; i < nodecount; i++) {
                        MapNode &n = data[i];
                        MapNode &n = data[i];
-                       if(n.d != CONTENT_AIR)
-                       {
+                       if (n.getContent() != CONTENT_AIR) {
                                only_air = false;
                                break;
                        }
                }
                                only_air = false;
                                break;
                        }
                }
-               if(only_air)
+               if (only_air)
                        differs = false;
        }
 
                        differs = false;
        }
 
@@ -1773,6 +417,19 @@ void MapBlock::updateDayNightDiff()
        m_day_night_differs = differs;
 }
 
        m_day_night_differs = differs;
 }
 
+void MapBlock::expireDayNightDiff()
+{
+       //INodeDefManager *nodemgr = m_gamedef->ndef();
+
+       if(data == NULL){
+               m_day_night_differs = false;
+               m_day_night_differs_expired = false;
+               return;
+       }
+
+       m_day_night_differs_expired = true;
+}
+
 s16 MapBlock::getGroundLevel(v2s16 p2d)
 {
        if(isDummy())
 s16 MapBlock::getGroundLevel(v2s16 p2d)
 {
        if(isDummy())
@@ -1782,8 +439,8 @@ s16 MapBlock::getGroundLevel(v2s16 p2d)
                s16 y = MAP_BLOCKSIZE-1;
                for(; y>=0; y--)
                {
                s16 y = MAP_BLOCKSIZE-1;
                for(; y>=0; y--)
                {
-                       //if(is_ground_content(getNodeRef(p2d.X, y, p2d.Y).d))
-                       if(content_features(getNodeRef(p2d.X, y, p2d.Y).d).walkable)
+                       MapNode n = getNodeRef(p2d.X, y, p2d.Y);
+                       if(m_gamedef->ndef()->get(n).walkable)
                        {
                                if(y == MAP_BLOCKSIZE-1)
                                        return -2;
                        {
                                if(y == MAP_BLOCKSIZE-1)
                                        return -2;
@@ -1802,178 +459,357 @@ s16 MapBlock::getGroundLevel(v2s16 p2d)
 /*
        Serialization
 */
 /*
        Serialization
 */
+// List relevant id-name pairs for ids in the block using nodedef
+// Renumbers the content IDs (starting at 0 and incrementing
+// use static memory requires about 65535 * sizeof(int) ram in order to be
+// sure we can handle all content ids. But it's absolutely worth it as it's
+// a speedup of 4 for one of the major time consuming functions on storing
+// mapblocks.
+static content_t getBlockNodeIdMapping_mapping[USHRT_MAX + 1];
+static void getBlockNodeIdMapping(NameIdMapping *nimap, MapNode *nodes,
+               INodeDefManager *nodedef)
+{
+       memset(getBlockNodeIdMapping_mapping, 0xFF, (USHRT_MAX + 1) * sizeof(content_t));
+
+       std::set<content_t> unknown_contents;
+       content_t id_counter = 0;
+       for (u32 i = 0; i < MapBlock::nodecount; i++) {
+               content_t global_id = nodes[i].getContent();
+               content_t id = CONTENT_IGNORE;
+
+               // Try to find an existing mapping
+               if (getBlockNodeIdMapping_mapping[global_id] != 0xFFFF) {
+                       id = getBlockNodeIdMapping_mapping[global_id];
+               }
+               else
+               {
+                       // We have to assign a new mapping
+                       id = id_counter++;
+                       getBlockNodeIdMapping_mapping[global_id] = id;
+
+                       const ContentFeatures &f = nodedef->get(global_id);
+                       const std::string &name = f.name;
+                       if(name == "")
+                               unknown_contents.insert(global_id);
+                       else
+                               nimap->set(id, name);
+               }
+
+               // Update the MapNode
+               nodes[i].setContent(id);
+       }
+       for(std::set<content_t>::const_iterator
+                       i = unknown_contents.begin();
+                       i != unknown_contents.end(); ++i){
+               errorstream<<"getBlockNodeIdMapping(): IGNORING ERROR: "
+                               <<"Name for node id "<<(*i)<<" not known"<<std::endl;
+       }
+}
+// Correct ids in the block to match nodedef based on names.
+// Unknown ones are added to nodedef.
+// Will not update itself to match id-name pairs in nodedef.
+static void correctBlockNodeIds(const NameIdMapping *nimap, MapNode *nodes,
+               IGameDef *gamedef)
+{
+       INodeDefManager *nodedef = gamedef->ndef();
+       // This means the block contains incorrect ids, and we contain
+       // the information to convert those to names.
+       // nodedef contains information to convert our names to globally
+       // correct ids.
+       std::set<content_t> unnamed_contents;
+       std::set<std::string> unallocatable_contents;
+       for (u32 i = 0; i < MapBlock::nodecount; i++) {
+               content_t local_id = nodes[i].getContent();
+               std::string name;
+               bool found = nimap->getName(local_id, name);
+               if(!found){
+                       unnamed_contents.insert(local_id);
+                       continue;
+               }
+               content_t global_id;
+               found = nodedef->getId(name, global_id);
+               if(!found){
+                       global_id = gamedef->allocateUnknownNodeId(name);
+                       if(global_id == CONTENT_IGNORE){
+                               unallocatable_contents.insert(name);
+                               continue;
+                       }
+               }
+               nodes[i].setContent(global_id);
+       }
+       for(std::set<content_t>::const_iterator
+                       i = unnamed_contents.begin();
+                       i != unnamed_contents.end(); ++i){
+               errorstream<<"correctBlockNodeIds(): IGNORING ERROR: "
+                               <<"Block contains id "<<(*i)
+                               <<" with no name mapping"<<std::endl;
+       }
+       for(std::set<std::string>::const_iterator
+                       i = unallocatable_contents.begin();
+                       i != unallocatable_contents.end(); ++i){
+               errorstream<<"correctBlockNodeIds(): IGNORING ERROR: "
+                               <<"Could not allocate global id for node name \""
+                               <<(*i)<<"\""<<std::endl;
+       }
+}
 
 
-void MapBlock::serialize(std::ostream &os, u8 version)
+void MapBlock::serialize(std::ostream &os, u8 version, bool disk)
 {
        if(!ser_ver_supported(version))
                throw VersionMismatchException("ERROR: MapBlock format not supported");
 {
        if(!ser_ver_supported(version))
                throw VersionMismatchException("ERROR: MapBlock format not supported");
-       
+
        if(data == NULL)
        {
                throw SerializationError("ERROR: Not writing dummy block.");
        }
        if(data == NULL)
        {
                throw SerializationError("ERROR: Not writing dummy block.");
        }
-       
-       // These have no compression
-       if(version <= 3 || version == 5 || version == 6)
-       {
-               u32 nodecount = MAP_BLOCKSIZE*MAP_BLOCKSIZE*MAP_BLOCKSIZE;
-               
-               u32 buflen = 1 + nodecount * MapNode::serializedLength(version);
-               SharedBuffer<u8> dest(buflen);
 
 
-               dest[0] = is_underground;
+       FATAL_ERROR_IF(version < SER_FMT_VER_LOWEST_WRITE, "Serialisation version error");
+
+       // First byte
+       u8 flags = 0;
+       if(is_underground)
+               flags |= 0x01;
+       if(getDayNightDiff())
+               flags |= 0x02;
+       if(m_generated == false)
+               flags |= 0x08;
+       writeU8(os, flags);
+       if (version >= 27) {
+               writeU16(os, m_lighting_complete);
+       }
+
+       /*
+               Bulk node data
+       */
+       NameIdMapping nimap;
+       if(disk)
+       {
+               MapNode *tmp_nodes = new MapNode[nodecount];
                for(u32 i=0; i<nodecount; i++)
                for(u32 i=0; i<nodecount; i++)
-               {
-                       u32 s = 1 + i * MapNode::serializedLength(version);
-                       data[i].serialize(&dest[s], version);
-               }
-               
-               os.write((char*)*dest, dest.getSize());
+                       tmp_nodes[i] = data[i];
+               getBlockNodeIdMapping(&nimap, tmp_nodes, m_gamedef->ndef());
+
+               u8 content_width = 2;
+               u8 params_width = 2;
+               writeU8(os, content_width);
+               writeU8(os, params_width);
+               MapNode::serializeBulk(os, version, tmp_nodes, nodecount,
+                               content_width, params_width, true);
+               delete[] tmp_nodes;
        }
        }
-       else if(version <= 10)
+       else
        {
        {
-               /*
-                       With compression.
-                       Compress the materials and the params separately.
-               */
-               
-               // First byte
-               os.write((char*)&is_underground, 1);
+               u8 content_width = 2;
+               u8 params_width = 2;
+               writeU8(os, content_width);
+               writeU8(os, params_width);
+               MapNode::serializeBulk(os, version, data, nodecount,
+                               content_width, params_width, true);
+       }
 
 
-               u32 nodecount = MAP_BLOCKSIZE*MAP_BLOCKSIZE*MAP_BLOCKSIZE;
+       /*
+               Node metadata
+       */
+       std::ostringstream oss(std::ios_base::binary);
+       m_node_metadata.serialize(oss);
+       compressZlib(oss.str(), os);
 
 
-               // Get and compress materials
-               SharedBuffer<u8> materialdata(nodecount);
-               for(u32 i=0; i<nodecount; i++)
-               {
-                       materialdata[i] = data[i].d;
+       /*
+               Data that goes to disk, but not the network
+       */
+       if(disk)
+       {
+               if(version <= 24){
+                       // Node timers
+                       m_node_timers.serialize(os, version);
                }
                }
-               compress(materialdata, os, version);
 
 
-               // Get and compress lights
-               SharedBuffer<u8> lightdata(nodecount);
-               for(u32 i=0; i<nodecount; i++)
-               {
-                       lightdata[i] = data[i].param;
-               }
-               compress(lightdata, os, version);
-               
-               if(version >= 10)
-               {
-                       // Get and compress param2
-                       SharedBuffer<u8> param2data(nodecount);
-                       for(u32 i=0; i<nodecount; i++)
-                       {
-                               param2data[i] = data[i].param2;
-                       }
-                       compress(param2data, os, version);
+               // Static objects
+               m_static_objects.serialize(os);
+
+               // Timestamp
+               writeU32(os, getTimestamp());
+
+               // Write block-specific node definition id mapping
+               nimap.serialize(os);
+
+               if(version >= 25){
+                       // Node timers
+                       m_node_timers.serialize(os, version);
                }
        }
                }
        }
-       // All other versions (newest)
-       else
+}
+
+void MapBlock::serializeNetworkSpecific(std::ostream &os, u16 net_proto_version)
+{
+       if(data == NULL)
        {
        {
-               // First byte
-               u8 flags = 0;
-               if(is_underground)
-                       flags |= 0x01;
-               if(m_day_night_differs)
-                       flags |= 0x02;
-               if(m_lighting_expired)
-                       flags |= 0x04;
-               os.write((char*)&flags, 1);
-
-               u32 nodecount = MAP_BLOCKSIZE*MAP_BLOCKSIZE*MAP_BLOCKSIZE;
+               throw SerializationError("ERROR: Not writing dummy block.");
+       }
 
 
-               /*
-                       Get data
-               */
+       if(net_proto_version >= 21){
+               int version = 1;
+               writeU8(os, version);
+               writeF1000(os, 0); // deprecated heat
+               writeF1000(os, 0); // deprecated humidity
+       }
+}
+
+void MapBlock::deSerialize(std::istream &is, u8 version, bool disk)
+{
+       if(!ser_ver_supported(version))
+               throw VersionMismatchException("ERROR: MapBlock format not supported");
 
 
-               SharedBuffer<u8> databuf(nodecount*3);
+       TRACESTREAM(<<"MapBlock::deSerialize "<<PP(getPos())<<std::endl);
 
 
-               // Get contents
-               for(u32 i=0; i<nodecount; i++)
-               {
-                       databuf[i] = data[i].d;
-               }
+       m_day_night_differs_expired = false;
 
 
-               // Get params
-               for(u32 i=0; i<nodecount; i++)
-               {
-                       databuf[i+nodecount] = data[i].param;
+       if(version <= 21)
+       {
+               deSerialize_pre22(is, version, disk);
+               return;
+       }
+
+       u8 flags = readU8(is);
+       is_underground = (flags & 0x01) ? true : false;
+       m_day_night_differs = (flags & 0x02) ? true : false;
+       if (version < 27) {
+               m_lighting_complete = 0xFFFF;
+       } else {
+               m_lighting_complete = readU16(is);
+       }
+       m_generated = (flags & 0x08) ? false : true;
+
+       /*
+               Bulk node data
+       */
+       TRACESTREAM(<<"MapBlock::deSerialize "<<PP(getPos())
+                       <<": Bulk node data"<<std::endl);
+       u8 content_width = readU8(is);
+       u8 params_width = readU8(is);
+       if(content_width != 1 && content_width != 2)
+               throw SerializationError("MapBlock::deSerialize(): invalid content_width");
+       if(params_width != 2)
+               throw SerializationError("MapBlock::deSerialize(): invalid params_width");
+       MapNode::deSerializeBulk(is, version, data, nodecount,
+                       content_width, params_width, true);
+
+       /*
+               NodeMetadata
+       */
+       TRACESTREAM(<<"MapBlock::deSerialize "<<PP(getPos())
+                       <<": Node metadata"<<std::endl);
+       // Ignore errors
+       try {
+               std::ostringstream oss(std::ios_base::binary);
+               decompressZlib(is, oss);
+               std::istringstream iss(oss.str(), std::ios_base::binary);
+               if (version >= 23)
+                       m_node_metadata.deSerialize(iss, m_gamedef->idef());
+               else
+                       content_nodemeta_deserialize_legacy(iss,
+                               &m_node_metadata, &m_node_timers,
+                               m_gamedef->idef());
+       } catch(SerializationError &e) {
+               warningstream<<"MapBlock::deSerialize(): Ignoring an error"
+                               <<" while deserializing node metadata at ("
+                               <<PP(getPos())<<": "<<e.what()<<std::endl;
+       }
+
+       /*
+               Data that is only on disk
+       */
+       if(disk)
+       {
+               // Node timers
+               if(version == 23){
+                       // Read unused zero
+                       readU8(is);
+               }
+               if(version == 24){
+                       TRACESTREAM(<<"MapBlock::deSerialize "<<PP(getPos())
+                                       <<": Node timers (ver==24)"<<std::endl);
+                       m_node_timers.deSerialize(is, version);
                }
 
                }
 
-               // Get param2
-               for(u32 i=0; i<nodecount; i++)
-               {
-                       databuf[i+nodecount*2] = data[i].param2;
+               // Static objects
+               TRACESTREAM(<<"MapBlock::deSerialize "<<PP(getPos())
+                               <<": Static objects"<<std::endl);
+               m_static_objects.deSerialize(is);
+
+               // Timestamp
+               TRACESTREAM(<<"MapBlock::deSerialize "<<PP(getPos())
+                               <<": Timestamp"<<std::endl);
+               setTimestamp(readU32(is));
+               m_disk_timestamp = m_timestamp;
+
+               // Dynamically re-set ids based on node names
+               TRACESTREAM(<<"MapBlock::deSerialize "<<PP(getPos())
+                               <<": NameIdMapping"<<std::endl);
+               NameIdMapping nimap;
+               nimap.deSerialize(is);
+               correctBlockNodeIds(&nimap, data, m_gamedef);
+
+               if(version >= 25){
+                       TRACESTREAM(<<"MapBlock::deSerialize "<<PP(getPos())
+                                       <<": Node timers (ver>=25)"<<std::endl);
+                       m_node_timers.deSerialize(is, version);
                }
                }
+       }
 
 
-               /*
-                       Compress data to output stream
-               */
+       TRACESTREAM(<<"MapBlock::deSerialize "<<PP(getPos())
+                       <<": Done."<<std::endl);
+}
 
 
-               compress(databuf, os, version);
-               
-               /*
-                       NodeMetadata
-               */
-               if(version >= 14)
-               {
-                       if(version <= 15)
-                       {
-                               std::ostringstream oss(std::ios_base::binary);
-                               m_node_metadata.serialize(oss);
-                               os<<serializeString(oss.str());
-                       }
-                       else
-                       {
-                               std::ostringstream oss(std::ios_base::binary);
-                               m_node_metadata.serialize(oss);
-                               compressZlib(oss.str(), os);
-                               //os<<serializeLongString(oss.str());
-                       }
+void MapBlock::deSerializeNetworkSpecific(std::istream &is)
+{
+       try {
+               int version = readU8(is);
+               //if(version != 1)
+               //      throw SerializationError("unsupported MapBlock version");
+               if(version >= 1) {
+                       readF1000(is); // deprecated heat
+                       readF1000(is); // deprecated humidity
                }
        }
                }
        }
+       catch(SerializationError &e)
+       {
+               warningstream<<"MapBlock::deSerializeNetworkSpecific(): Ignoring an error"
+                               <<": "<<e.what()<<std::endl;
+       }
 }
 
 }
 
-void MapBlock::deSerialize(std::istream &is, u8 version)
+/*
+       Legacy serialization
+*/
+
+void MapBlock::deSerialize_pre22(std::istream &is, u8 version, bool disk)
 {
 {
-       if(!ser_ver_supported(version))
-               throw VersionMismatchException("ERROR: MapBlock format not supported");
+       // Initialize default flags
+       is_underground = false;
+       m_day_night_differs = false;
+       m_lighting_complete = 0xFFFF;
+       m_generated = true;
 
 
-       // These have no lighting info
-       if(version <= 1)
-       {
-               setLightingExpired(true);
-       }
+       // Make a temporary buffer
+       u32 ser_length = MapNode::serializedLength(version);
+       SharedBuffer<u8> databuf_nodelist(nodecount * ser_length);
 
        // These have no compression
 
        // These have no compression
-       if(version <= 3 || version == 5 || version == 6)
-       {
-               u32 nodecount = MAP_BLOCKSIZE*MAP_BLOCKSIZE*MAP_BLOCKSIZE;
+       if (version <= 3 || version == 5 || version == 6) {
                char tmp;
                is.read(&tmp, 1);
                char tmp;
                is.read(&tmp, 1);
-               if(is.gcount() != 1)
-                       throw SerializationError
-                                       ("MapBlock::deSerialize: no enough input data");
+               if (is.gcount() != 1)
+                       throw SerializationError(std::string(FUNCTION_NAME)
+                               + ": not enough input data");
                is_underground = tmp;
                is_underground = tmp;
-               for(u32 i=0; i<nodecount; i++)
-               {
-                       s32 len = MapNode::serializedLength(version);
-                       SharedBuffer<u8> d(len);
-                       is.read((char*)*d, len);
-                       if(is.gcount() != len)
-                               throw SerializationError
-                                               ("MapBlock::deSerialize: no enough input data");
-                       data[i].deSerialize(*d, version);
-               }
-       }
-       else if(version <= 10)
-       {
-               u32 nodecount = MAP_BLOCKSIZE*MAP_BLOCKSIZE*MAP_BLOCKSIZE;
-
+               is.read((char *)*databuf_nodelist, nodecount * ser_length);
+               if ((u32)is.gcount() != nodecount * ser_length)
+                       throw SerializationError(std::string(FUNCTION_NAME)
+                               + ": not enough input data");
+       } else if (version <= 10) {
                u8 t8;
                u8 t8;
-               is.read((char*)&t8, 1);
+               is.read((char *)&t8, 1);
                is_underground = t8;
 
                {
                is_underground = t8;
 
                {
@@ -1981,12 +817,11 @@ void MapBlock::deSerialize(std::istream &is, u8 version)
                        std::ostringstream os(std::ios_base::binary);
                        decompress(is, os, version);
                        std::string s = os.str();
                        std::ostringstream os(std::ios_base::binary);
                        decompress(is, os, version);
                        std::string s = os.str();
-                       if(s.size() != nodecount)
-                               throw SerializationError
-                                               ("MapBlock::deSerialize: invalid format");
-                       for(u32 i=0; i<s.size(); i++)
-                       {
-                               data[i].d = s[i];
+                       if (s.size() != nodecount)
+                               throw SerializationError(std::string(FUNCTION_NAME)
+                                       + ": not enough input data");
+                       for (u32 i = 0; i < s.size(); i++) {
+                               databuf_nodelist[i*ser_length] = s[i];
                        }
                }
                {
                        }
                }
                {
@@ -1994,111 +829,258 @@ void MapBlock::deSerialize(std::istream &is, u8 version)
                        std::ostringstream os(std::ios_base::binary);
                        decompress(is, os, version);
                        std::string s = os.str();
                        std::ostringstream os(std::ios_base::binary);
                        decompress(is, os, version);
                        std::string s = os.str();
-                       if(s.size() != nodecount)
-                               throw SerializationError
-                                               ("MapBlock::deSerialize: invalid format");
-                       for(u32 i=0; i<s.size(); i++)
-                       {
-                               data[i].param = s[i];
+                       if (s.size() != nodecount)
+                               throw SerializationError(std::string(FUNCTION_NAME)
+                                       + ": not enough input data");
+                       for (u32 i = 0; i < s.size(); i++) {
+                               databuf_nodelist[i*ser_length + 1] = s[i];
                        }
                }
                        }
                }
-       
-               if(version >= 10)
-               {
+
+               if (version >= 10) {
                        // Uncompress and set param2 data
                        std::ostringstream os(std::ios_base::binary);
                        decompress(is, os, version);
                        std::string s = os.str();
                        // Uncompress and set param2 data
                        std::ostringstream os(std::ios_base::binary);
                        decompress(is, os, version);
                        std::string s = os.str();
-                       if(s.size() != nodecount)
-                               throw SerializationError
-                                               ("MapBlock::deSerialize: invalid format");
-                       for(u32 i=0; i<s.size(); i++)
-                       {
-                               data[i].param2 = s[i];
+                       if (s.size() != nodecount)
+                               throw SerializationError(std::string(FUNCTION_NAME)
+                                       + ": not enough input data");
+                       for (u32 i = 0; i < s.size(); i++) {
+                               databuf_nodelist[i*ser_length + 2] = s[i];
                        }
                }
                        }
                }
-       }
-       // All other versions (newest)
-       else
-       {
-               u32 nodecount = MAP_BLOCKSIZE*MAP_BLOCKSIZE*MAP_BLOCKSIZE;
-
+       } else { // All other versions (10 to 21)
                u8 flags;
                is.read((char*)&flags, 1);
                is_underground = (flags & 0x01) ? true : false;
                m_day_night_differs = (flags & 0x02) ? true : false;
                u8 flags;
                is.read((char*)&flags, 1);
                is_underground = (flags & 0x01) ? true : false;
                m_day_night_differs = (flags & 0x02) ? true : false;
-               m_lighting_expired = (flags & 0x04) ? true : false;
+               if(version >= 18)
+                       m_generated = (flags & 0x08) ? false : true;
 
                // Uncompress data
                std::ostringstream os(std::ios_base::binary);
                decompress(is, os, version);
                std::string s = os.str();
 
                // Uncompress data
                std::ostringstream os(std::ios_base::binary);
                decompress(is, os, version);
                std::string s = os.str();
-               if(s.size() != nodecount*3)
-                       throw SerializationError
-                                       ("MapBlock::deSerialize: invalid format");
-
-               // Set contents
-               for(u32 i=0; i<nodecount; i++)
-               {
-                       data[i].d = s[i];
-               }
-               // Set params
-               for(u32 i=0; i<nodecount; i++)
-               {
-                       data[i].param = s[i+nodecount];
-               }
-               // Set param2
-               for(u32 i=0; i<nodecount; i++)
-               {
-                       data[i].param2 = s[i+nodecount*2];
+               if (s.size() != nodecount * 3)
+                       throw SerializationError(std::string(FUNCTION_NAME)
+                               + ": decompress resulted in size other than nodecount*3");
+
+               // deserialize nodes from buffer
+               for (u32 i = 0; i < nodecount; i++) {
+                       databuf_nodelist[i*ser_length] = s[i];
+                       databuf_nodelist[i*ser_length + 1] = s[i+nodecount];
+                       databuf_nodelist[i*ser_length + 2] = s[i+nodecount*2];
                }
                }
-               
+
                /*
                        NodeMetadata
                */
                /*
                        NodeMetadata
                */
-               if(version >= 14)
-               {
+               if (version >= 14) {
                        // Ignore errors
                        // Ignore errors
-                       try{
-                               if(version <= 15)
-                               {
+                       try {
+                               if (version <= 15) {
                                        std::string data = deSerializeString(is);
                                        std::istringstream iss(data, std::ios_base::binary);
                                        std::string data = deSerializeString(is);
                                        std::istringstream iss(data, std::ios_base::binary);
-                                       m_node_metadata.deSerialize(iss);
-                               }
-                               else
-                               {
+                                       content_nodemeta_deserialize_legacy(iss,
+                                               &m_node_metadata, &m_node_timers,
+                                               m_gamedef->idef());
+                               } else {
                                        //std::string data = deSerializeLongString(is);
                                        std::ostringstream oss(std::ios_base::binary);
                                        decompressZlib(is, oss);
                                        std::istringstream iss(oss.str(), std::ios_base::binary);
                                        //std::string data = deSerializeLongString(is);
                                        std::ostringstream oss(std::ios_base::binary);
                                        decompressZlib(is, oss);
                                        std::istringstream iss(oss.str(), std::ios_base::binary);
-                                       m_node_metadata.deSerialize(iss);
+                                       content_nodemeta_deserialize_legacy(iss,
+                                               &m_node_metadata, &m_node_timers,
+                                               m_gamedef->idef());
                                }
                                }
+                       } catch(SerializationError &e) {
+                               warningstream<<"MapBlock::deSerialize(): Ignoring an error"
+                                               <<" while deserializing node metadata"<<std::endl;
+                       }
+               }
+       }
+
+       // Deserialize node data
+       for (u32 i = 0; i < nodecount; i++) {
+               data[i].deSerialize(&databuf_nodelist[i * ser_length], version);
+       }
+
+       if (disk) {
+               /*
+                       Versions up from 9 have block objects. (DEPRECATED)
+               */
+               if (version >= 9) {
+                       u16 count = readU16(is);
+                       // Not supported and length not known if count is not 0
+                       if(count != 0){
+                               warningstream<<"MapBlock::deSerialize_pre22(): "
+                                               <<"Ignoring stuff coming at and after MBOs"<<std::endl;
+                               return;
                        }
                        }
-                       catch(SerializationError &e)
+               }
+
+               /*
+                       Versions up from 15 have static objects.
+               */
+               if (version >= 15)
+                       m_static_objects.deSerialize(is);
+
+               // Timestamp
+               if (version >= 17) {
+                       setTimestamp(readU32(is));
+                       m_disk_timestamp = m_timestamp;
+               } else {
+                       setTimestamp(BLOCK_TIMESTAMP_UNDEFINED);
+               }
+
+               // Dynamically re-set ids based on node names
+               NameIdMapping nimap;
+               // If supported, read node definition id mapping
+               if (version >= 21) {
+                       nimap.deSerialize(is);
+               // Else set the legacy mapping
+               } else {
+                       content_mapnode_get_name_id_mapping(&nimap);
+               }
+               correctBlockNodeIds(&nimap, data, m_gamedef);
+       }
+
+
+       // Legacy data changes
+       // This code has to convert from pre-22 to post-22 format.
+       INodeDefManager *nodedef = m_gamedef->ndef();
+       for(u32 i=0; i<nodecount; i++)
+       {
+               const ContentFeatures &f = nodedef->get(data[i].getContent());
+               // Mineral
+               if(nodedef->getId("default:stone") == data[i].getContent()
+                               && data[i].getParam1() == 1)
+               {
+                       data[i].setContent(nodedef->getId("default:stone_with_coal"));
+                       data[i].setParam1(0);
+               }
+               else if(nodedef->getId("default:stone") == data[i].getContent()
+                               && data[i].getParam1() == 2)
+               {
+                       data[i].setContent(nodedef->getId("default:stone_with_iron"));
+                       data[i].setParam1(0);
+               }
+               // facedir_simple
+               if(f.legacy_facedir_simple)
+               {
+                       data[i].setParam2(data[i].getParam1());
+                       data[i].setParam1(0);
+               }
+               // wall_mounted
+               if(f.legacy_wallmounted)
+               {
+                       u8 wallmounted_new_to_old[8] = {0x04, 0x08, 0x01, 0x02, 0x10, 0x20, 0, 0};
+                       u8 dir_old_format = data[i].getParam2();
+                       u8 dir_new_format = 0;
+                       for(u8 j=0; j<8; j++)
                        {
                        {
-                               dstream<<"WARNING: MapBlock::deSerialize(): Ignoring an error"
-                                               <<" while deserializing node metadata"<<std::endl;
+                               if((dir_old_format & wallmounted_new_to_old[j]) != 0)
+                               {
+                                       dir_new_format = j;
+                                       break;
+                               }
                        }
                        }
+                       data[i].setParam2(dir_new_format);
                }
        }
                }
        }
-       
-       /*
-               Translate nodes as specified in the translate_to fields of
-               node features
-       */
-       for(u32 i=0; i<MAP_BLOCKSIZE*MAP_BLOCKSIZE*MAP_BLOCKSIZE; i++)
+
+}
+
+/*
+       Get a quick string to describe what a block actually contains
+*/
+std::string analyze_block(MapBlock *block)
+{
+       if(block == NULL)
+               return "NULL";
+
+       std::ostringstream desc;
+
+       v3s16 p = block->getPos();
+       char spos[20];
+       snprintf(spos, 20, "(%2d,%2d,%2d), ", p.X, p.Y, p.Z);
+       desc<<spos;
+
+       switch(block->getModified())
        {
        {
-               MapNode &n = data[i];
+       case MOD_STATE_CLEAN:
+               desc<<"CLEAN,           ";
+               break;
+       case MOD_STATE_WRITE_AT_UNLOAD:
+               desc<<"WRITE_AT_UNLOAD, ";
+               break;
+       case MOD_STATE_WRITE_NEEDED:
+               desc<<"WRITE_NEEDED,    ";
+               break;
+       default:
+               desc<<"unknown getModified()="+itos(block->getModified())+", ";
+       }
+
+       if(block->isGenerated())
+               desc<<"is_gen [X], ";
+       else
+               desc<<"is_gen [ ], ";
 
 
-               MapNode *translate_to = content_features(n.d).translate_to;
-               if(translate_to)
+       if(block->getIsUnderground())
+               desc<<"is_ug [X], ";
+       else
+               desc<<"is_ug [ ], ";
+
+       desc<<"lighting_complete: "<<block->getLightingComplete()<<", ";
+
+       if(block->isDummy())
+       {
+               desc<<"Dummy, ";
+       }
+       else
+       {
+               bool full_ignore = true;
+               bool some_ignore = false;
+               bool full_air = true;
+               bool some_air = false;
+               for(s16 z0=0; z0<MAP_BLOCKSIZE; z0++)
+               for(s16 y0=0; y0<MAP_BLOCKSIZE; y0++)
+               for(s16 x0=0; x0<MAP_BLOCKSIZE; x0++)
                {
                {
-                       dstream<<"MapBlock: WARNING: Translating node "<<n.d<<" to "
-                                       <<translate_to->d<<std::endl;
-                       n = *translate_to;
+                       v3s16 p(x0,y0,z0);
+                       MapNode n = block->getNodeNoEx(p);
+                       content_t c = n.getContent();
+                       if(c == CONTENT_IGNORE)
+                               some_ignore = true;
+                       else
+                               full_ignore = false;
+                       if(c == CONTENT_AIR)
+                               some_air = true;
+                       else
+                               full_air = false;
                }
                }
+
+               desc<<"content {";
+
+               std::ostringstream ss;
+
+               if(full_ignore)
+                       ss<<"IGNORE (full), ";
+               else if(some_ignore)
+                       ss<<"IGNORE, ";
+
+               if(full_air)
+                       ss<<"AIR (full), ";
+               else if(some_air)
+                       ss<<"AIR, ";
+
+               if(ss.str().size()>=2)
+                       desc<<ss.str().substr(0, ss.str().size()-2);
+
+               desc<<"}, ";
        }
        }
+
+       return desc.str().substr(0, desc.str().size()-2);
 }
 
 
 }