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Reduce number of recursively included headers

This should improve compilation speed.

Things changed:
* Prefer forward-declarations in headers.
* Move header-includes out of headers if possible.
* Move some functions definitions out of headers.
* Put some member variables into unique_ptrs (see Client).
This commit is contained in:
Desour 2023-03-08 22:58:47 +01:00 committed by DS
parent e9e8eed360
commit 8b73743baa
35 changed files with 109 additions and 56 deletions

View file

@ -32,6 +32,9 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "client/renderingengine.h"
#include "client/sound.h"
#include "client/tile.h"
#include "client/mesh_generator_thread.h"
#include "client/particles.h"
#include "client/localplayer.h"
#include "util/auth.h"
#include "util/directiontables.h"
#include "util/pointedthing.h"
@ -60,6 +63,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "chatmessage.h"
#include "translation.h"
#include "content/mod_configuration.h"
#include "mapnode.h"
extern gui::IGUIEnvironment* guienv;
@ -112,12 +116,12 @@ Client::Client(
m_sound(sound),
m_event(event),
m_rendering_engine(rendering_engine),
m_mesh_update_manager(this),
m_mesh_update_manager(std::make_unique<MeshUpdateManager>(this)),
m_env(
new ClientMap(this, rendering_engine, control, 666),
tsrc, this
),
m_particle_manager(&m_env),
m_particle_manager(std::make_unique<ParticleManager>(&m_env)),
m_con(new con::Connection(PROTOCOL_ID, 512, CONNECTION_TIMEOUT, ipv6, this)),
m_address_name(address_name),
m_allow_login_or_register(allow_login_or_register),
@ -314,7 +318,7 @@ void Client::Stop()
if (m_mods_loaded)
m_script->on_shutdown();
//request all client managed threads to stop
m_mesh_update_manager.stop();
m_mesh_update_manager->stop();
// Save local server map
if (m_localdb) {
infostream << "Local map saving ended." << std::endl;
@ -327,7 +331,7 @@ void Client::Stop()
bool Client::isShutdown()
{
return m_shutdown || !m_mesh_update_manager.isRunning();
return m_shutdown || !m_mesh_update_manager->isRunning();
}
Client::~Client()
@ -337,11 +341,11 @@ Client::~Client()
deleteAuthData();
m_mesh_update_manager.stop();
m_mesh_update_manager.wait();
m_mesh_update_manager->stop();
m_mesh_update_manager->wait();
MeshUpdateResult r;
while (m_mesh_update_manager.getNextResult(r)) {
while (m_mesh_update_manager->getNextResult(r)) {
for (auto block : r.map_blocks)
if (block)
block->refDrop();
@ -553,7 +557,7 @@ void Client::step(float dtime)
std::vector<v3s16> blocks_to_ack;
bool force_update_shadows = false;
MeshUpdateResult r;
while (m_mesh_update_manager.getNextResult(r))
while (m_mesh_update_manager->getNextResult(r))
{
num_processed_meshes++;
@ -1128,12 +1132,14 @@ void Client::startAuth(AuthMechanism chosen_auth_mechanism)
{
m_chosen_auth_mech = chosen_auth_mechanism;
std::string playername = m_env.getLocalPlayer()->getName();
switch (chosen_auth_mechanism) {
case AUTH_MECHANISM_FIRST_SRP: {
// send srp verifier to server
std::string verifier;
std::string salt;
generate_srp_verifier_and_salt(getPlayerName(), m_password,
generate_srp_verifier_and_salt(playername, m_password,
&verifier, &salt);
NetworkPacket resp_pkt(TOSERVER_FIRST_SRP, 0);
@ -1147,13 +1153,13 @@ void Client::startAuth(AuthMechanism chosen_auth_mechanism)
u8 based_on = 1;
if (chosen_auth_mechanism == AUTH_MECHANISM_LEGACY_PASSWORD) {
m_password = translate_password(getPlayerName(), m_password);
m_password = translate_password(playername, m_password);
based_on = 0;
}
std::string playername_u = lowercase(getPlayerName());
std::string playername_u = lowercase(playername);
m_auth_data = srp_user_new(SRP_SHA256, SRP_NG_2048,
getPlayerName().c_str(), playername_u.c_str(),
playername.c_str(), playername_u.c_str(),
(const unsigned char *) m_password.c_str(),
m_password.length(), NULL, NULL);
char *bytes_A = 0;
@ -1695,12 +1701,12 @@ void Client::addUpdateMeshTask(v3s16 p, bool ack_to_server, bool urgent)
if (b == NULL)
return;
m_mesh_update_manager.updateBlock(&m_env.getMap(), p, ack_to_server, urgent);
m_mesh_update_manager->updateBlock(&m_env.getMap(), p, ack_to_server, urgent);
}
void Client::addUpdateMeshTaskWithEdge(v3s16 blockpos, bool ack_to_server, bool urgent)
{
m_mesh_update_manager.updateBlock(&m_env.getMap(), blockpos, ack_to_server, urgent, true);
m_mesh_update_manager->updateBlock(&m_env.getMap(), blockpos, ack_to_server, urgent, true);
}
void Client::addUpdateMeshTaskForNode(v3s16 nodepos, bool ack_to_server, bool urgent)
@ -1714,7 +1720,7 @@ void Client::addUpdateMeshTaskForNode(v3s16 nodepos, bool ack_to_server, bool ur
v3s16 blockpos = getNodeBlockPos(nodepos);
v3s16 blockpos_relative = blockpos * MAP_BLOCKSIZE;
m_mesh_update_manager.updateBlock(&m_env.getMap(), blockpos, ack_to_server, urgent, false);
m_mesh_update_manager->updateBlock(&m_env.getMap(), blockpos, ack_to_server, urgent, false);
// Leading edge
if (nodepos.X == blockpos_relative.X)
addUpdateMeshTask(blockpos + v3s16(-1, 0, 0), false, urgent);
@ -1724,6 +1730,11 @@ void Client::addUpdateMeshTaskForNode(v3s16 nodepos, bool ack_to_server, bool ur
addUpdateMeshTask(blockpos + v3s16(0, 0, -1), false, urgent);
}
void Client::updateCameraOffset(v3s16 camera_offset)
{
m_mesh_update_manager->m_camera_offset = camera_offset;
}
ClientEvent *Client::getClientEvent()
{
FATAL_ERROR_IF(m_client_event_queue.empty(),
@ -1828,7 +1839,7 @@ void Client::afterContentReceived()
// Start mesh update thread after setting up content definitions
infostream<<"- Starting mesh update thread"<<std::endl;
m_mesh_update_manager.start();
m_mesh_update_manager->start();
m_state = LC_Ready;
sendReady();
@ -1979,7 +1990,7 @@ MtEventManager* Client::getEventManager()
ParticleManager* Client::getParticleManager()
{
return &m_particle_manager;
return m_particle_manager.get();
}
scene::IAnimatedMesh* Client::getMesh(const std::string &filename, bool cache)
@ -2078,3 +2089,8 @@ ModChannel* Client::getModChannel(const std::string &channel)
{
return m_modchannel_mgr->getModChannel(channel);
}
const std::string &Client::getFormspecPrepend() const
{
return m_env.getLocalPlayer()->formspec_prepend;
}