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Environment & IGameDef code refactoring (#4985)
* Environment code refactoring * Cleanup includes & class declarations in client & server environment to improve build speed * ServerEnvironment::m_gamedef is now a pointer to Server instead of IGameDef, permitting to cleanup many casts. * Cleanup IGameDef * Move ITextureSource* IGameDef::getTextureSource() to Client only. * Also move ITextureSource *IGameDef::tsrc() helper * drop getShaderSource, getSceneManager, getSoundManager & getCamera abstract call * drop unused emerge() call * cleanup server unused functions (mentionned before) * Drop one unused parameter from ContentFeatures::updateTextures * move checkLocalPrivilege to Client * Remove some unnecessary casts * create_formspec_menu: remove IWritableTextureSource pointer, as client already knows it * Fix some comments * Change required IGameDef to Server/Client pointers * Previous change that game.cpp sometimes calls functions with Client + InventoryManager + IGameDef in same functions but it's the same objects * Remove duplicate Client pointer in GUIFormSpecMenu::GUIFormSpecMenu * drop ClientMap::sectorWasDrawn which is unused
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11df7e886a
commit
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49 changed files with 301 additions and 409 deletions
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@ -27,7 +27,6 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include "settings.h"
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#include "wieldmesh.h"
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#include "noise.h" // easeCurve
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#include "gamedef.h"
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#include "sound.h"
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#include "event.h"
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#include "profiler.h"
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@ -41,7 +40,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include "nodedef.h"
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Camera::Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control,
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IGameDef *gamedef):
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Client *client):
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m_playernode(NULL),
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m_headnode(NULL),
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m_cameranode(NULL),
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@ -50,7 +49,7 @@ Camera::Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control,
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m_wieldnode(NULL),
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m_draw_control(draw_control),
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m_gamedef(gamedef),
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m_client(client),
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m_camera_position(0,0,0),
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m_camera_direction(0,0,0),
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@ -88,7 +87,7 @@ Camera::Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control,
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m_wieldmgr = smgr->createNewSceneManager();
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m_wieldmgr->addCameraSceneNode();
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m_wieldnode = new WieldMeshSceneNode(m_wieldmgr->getRootSceneNode(), m_wieldmgr, -1, false);
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m_wieldnode->setItem(ItemStack(), m_gamedef);
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m_wieldnode->setItem(ItemStack(), m_client);
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m_wieldnode->drop(); // m_wieldmgr grabbed it
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/* TODO: Add a callback function so these can be updated when a setting
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@ -151,7 +150,7 @@ void Camera::step(f32 dtime)
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m_wield_change_timer = MYMIN(m_wield_change_timer + dtime, 0.125);
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if (m_wield_change_timer >= 0 && was_under_zero)
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m_wieldnode->setItem(m_wield_item_next, m_gamedef);
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m_wieldnode->setItem(m_wield_item_next, m_client);
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if (m_view_bobbing_state != 0)
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{
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@ -189,7 +188,7 @@ void Camera::step(f32 dtime)
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(was > 0.5f && m_view_bobbing_anim <= 0.5f));
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if(step) {
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MtEvent *e = new SimpleTriggerEvent("ViewBobbingStep");
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m_gamedef->event()->put(e);
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m_client->event()->put(e);
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}
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}
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}
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@ -210,10 +209,10 @@ void Camera::step(f32 dtime)
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if(m_digging_button == 0)
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{
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MtEvent *e = new SimpleTriggerEvent("CameraPunchLeft");
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m_gamedef->event()->put(e);
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m_client->event()->put(e);
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} else if(m_digging_button == 1) {
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MtEvent *e = new SimpleTriggerEvent("CameraPunchRight");
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m_gamedef->event()->put(e);
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m_client->event()->put(e);
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}
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}
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}
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@ -352,7 +351,7 @@ void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime,
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my_cp.Y = m_camera_position.Y + (m_camera_direction.Y*-i);
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// Prevent camera positioned inside nodes
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INodeDefManager *nodemgr = m_gamedef->ndef();
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INodeDefManager *nodemgr = m_client->ndef();
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MapNode n = c_env.getClientMap().getNodeNoEx(floatToInt(my_cp, BS));
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const ContentFeatures& features = nodemgr->get(n);
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if(features.walkable)
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@ -390,7 +389,7 @@ void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime,
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// Get FOV
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f32 fov_degrees;
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if (player->getPlayerControl().zoom && m_gamedef->checkLocalPrivilege("zoom")) {
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if (player->getPlayerControl().zoom && m_client->checkLocalPrivilege("zoom")) {
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fov_degrees = m_cache_zoom_fov;
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} else {
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fov_degrees = m_cache_fov;
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@ -468,7 +467,7 @@ void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime,
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const bool climbing = movement_Y && player->is_climbing;
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if ((walking || swimming || climbing) &&
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m_cache_view_bobbing &&
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(!g_settings->getBool("free_move") || !m_gamedef->checkLocalPrivilege("fly")))
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(!g_settings->getBool("free_move") || !m_client->checkLocalPrivilege("fly")))
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{
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// Start animation
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m_view_bobbing_state = 1;
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