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Client & ClientEnvirnment: don't create fake events (#5676)
Instead of create fake events on the stack on each loop call (Game::run), verify is queue is empty or not and handle event directly if there is. This prevents fake ClientEvent creation & memory allocations Same fix is also applied on ClientEnvironment, & rename getClientEvent to getClientEnvEvent to match ClientEnvEvent object
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5 changed files with 27 additions and 33 deletions
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@ -414,7 +414,8 @@ public:
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void updateCameraOffset(v3s16 camera_offset)
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{ m_mesh_update_thread.m_camera_offset = camera_offset; }
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// Get event from queue. CE_NONE is returned if queue is empty.
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bool hasClientEvents() const { return !m_client_event_queue.empty(); }
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// Get event from queue. If queue is empty, it triggers an assertion failure.
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ClientEvent getClientEvent();
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bool accessDenied() const { return m_access_denied; }
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