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Node definition manager refactor (#7016)
* Rename IWritableNodeDefManager to NodeDefManager * Make INodeDefManager functions const * Use "const *NodeDefManager" instead of "*INodeDefManager" * Remove unused INodeDefManager class * Merge NodeDefManager and CNodeDefManager * Document NodeDefManager
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parent
617d94c803
commit
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61 changed files with 583 additions and 457 deletions
10
src/game.cpp
10
src/game.cpp
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@ -255,7 +255,7 @@ public:
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class SoundMaker
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{
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ISoundManager *m_sound;
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INodeDefManager *m_ndef;
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const NodeDefManager *m_ndef;
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public:
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bool makes_footstep_sound;
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float m_player_step_timer;
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@ -264,7 +264,7 @@ public:
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SimpleSoundSpec m_player_leftpunch_sound;
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SimpleSoundSpec m_player_rightpunch_sound;
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SoundMaker(ISoundManager *sound, INodeDefManager *ndef):
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SoundMaker(ISoundManager *sound, const NodeDefManager *ndef):
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m_sound(sound),
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m_ndef(ndef),
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makes_footstep_sound(true),
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@ -809,7 +809,7 @@ private:
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// When created, these will be filled with data received from the server
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IWritableItemDefManager *itemdef_manager = nullptr;
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IWritableNodeDefManager *nodedef_manager = nullptr;
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NodeDefManager *nodedef_manager = nullptr;
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GameOnDemandSoundFetcher soundfetcher; // useful when testing
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ISoundManager *sound = nullptr;
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@ -3066,7 +3066,7 @@ PointedThing Game::updatePointedThing(
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ClientEnvironment &env = client->getEnv();
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ClientMap &map = env.getClientMap();
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INodeDefManager *nodedef = map.getNodeDefManager();
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const NodeDefManager *nodedef = map.getNodeDefManager();
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runData.selected_object = NULL;
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@ -3252,7 +3252,7 @@ bool Game::nodePlacementPrediction(const ItemDefinition &playeritem_def,
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const ItemStack &playeritem, const v3s16 &nodepos, const v3s16 &neighbourpos)
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{
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std::string prediction = playeritem_def.node_placement_prediction;
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INodeDefManager *nodedef = client->ndef();
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const NodeDefManager *nodedef = client->ndef();
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ClientMap &map = client->getEnv().getClientMap();
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MapNode node;
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bool is_valid_position;
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