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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).
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35 changed files with 109 additions and 56 deletions
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@ -23,18 +23,15 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include "irrlichttypes_extrabloated.h"
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#include <ostream>
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#include <map>
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#include <memory>
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#include <set>
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#include <vector>
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#include <unordered_set>
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#include "clientobject.h"
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#include "gamedef.h"
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#include "inventorymanager.h"
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#include "localplayer.h"
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#include "client/hud.h"
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#include "particles.h"
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#include "mapnode.h"
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#include "tileanimation.h"
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#include "mesh_generator_thread.h"
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#include "network/address.h"
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#include "network/peerhandler.h"
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#include "gameparams.h"
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@ -61,10 +58,14 @@ struct MapDrawControl;
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class ModChannelMgr;
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class MtEventManager;
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struct PointedThing;
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struct MapNode;
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class MapDatabase;
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class Minimap;
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struct MinimapMapblock;
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class MeshUpdateManager;
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class ParticleManager;
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class Camera;
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struct PlayerControl;
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class NetworkPacket;
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namespace con {
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class Connection;
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@ -315,8 +316,7 @@ public:
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void addUpdateMeshTaskWithEdge(v3s16 blockpos, bool ack_to_server=false, bool urgent=false);
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void addUpdateMeshTaskForNode(v3s16 nodepos, bool ack_to_server=false, bool urgent=false);
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void updateCameraOffset(v3s16 camera_offset)
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{ m_mesh_update_manager.m_camera_offset = camera_offset; }
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void updateCameraOffset(v3s16 camera_offset);
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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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@ -436,10 +436,7 @@ public:
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const std::string &message) override;
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ModChannel *getModChannel(const std::string &channel) override;
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const std::string &getFormspecPrepend() const
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{
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return m_env.getLocalPlayer()->formspec_prepend;
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}
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const std::string &getFormspecPrepend() const;
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inline MeshGrid getMeshGrid()
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{
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return m_mesh_grid;
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@ -470,10 +467,6 @@ private:
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void sendGotBlocks(const std::vector<v3s16> &blocks);
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void sendRemovedSounds(std::vector<s32> &soundList);
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// Helper function
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inline std::string getPlayerName()
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{ return m_env.getLocalPlayer()->getName(); }
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bool canSendChatMessage() const;
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float m_packetcounter_timer = 0.0f;
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@ -491,9 +484,9 @@ private:
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RenderingEngine *m_rendering_engine;
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MeshUpdateManager m_mesh_update_manager;
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std::unique_ptr<MeshUpdateManager> m_mesh_update_manager;
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ClientEnvironment m_env;
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ParticleManager m_particle_manager;
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std::unique_ptr<ParticleManager> m_particle_manager;
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std::unique_ptr<con::Connection> m_con;
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std::string m_address_name;
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ELoginRegister m_allow_login_or_register = ELoginRegister::Any;
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