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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
This commit is contained in:
Ner'zhul 2017-01-09 20:39:22 +01:00 committed by GitHub
parent 11df7e886a
commit 8e7449e092
49 changed files with 301 additions and 409 deletions

View file

@ -27,7 +27,6 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "settings.h"
#include "wieldmesh.h"
#include "noise.h" // easeCurve
#include "gamedef.h"
#include "sound.h"
#include "event.h"
#include "profiler.h"
@ -41,7 +40,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "nodedef.h"
Camera::Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control,
IGameDef *gamedef):
Client *client):
m_playernode(NULL),
m_headnode(NULL),
m_cameranode(NULL),
@ -50,7 +49,7 @@ Camera::Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control,
m_wieldnode(NULL),
m_draw_control(draw_control),
m_gamedef(gamedef),
m_client(client),
m_camera_position(0,0,0),
m_camera_direction(0,0,0),
@ -88,7 +87,7 @@ Camera::Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control,
m_wieldmgr = smgr->createNewSceneManager();
m_wieldmgr->addCameraSceneNode();
m_wieldnode = new WieldMeshSceneNode(m_wieldmgr->getRootSceneNode(), m_wieldmgr, -1, false);
m_wieldnode->setItem(ItemStack(), m_gamedef);
m_wieldnode->setItem(ItemStack(), m_client);
m_wieldnode->drop(); // m_wieldmgr grabbed it
/* TODO: Add a callback function so these can be updated when a setting
@ -151,7 +150,7 @@ void Camera::step(f32 dtime)
m_wield_change_timer = MYMIN(m_wield_change_timer + dtime, 0.125);
if (m_wield_change_timer >= 0 && was_under_zero)
m_wieldnode->setItem(m_wield_item_next, m_gamedef);
m_wieldnode->setItem(m_wield_item_next, m_client);
if (m_view_bobbing_state != 0)
{
@ -189,7 +188,7 @@ void Camera::step(f32 dtime)
(was > 0.5f && m_view_bobbing_anim <= 0.5f));
if(step) {
MtEvent *e = new SimpleTriggerEvent("ViewBobbingStep");
m_gamedef->event()->put(e);
m_client->event()->put(e);
}
}
}
@ -210,10 +209,10 @@ void Camera::step(f32 dtime)
if(m_digging_button == 0)
{
MtEvent *e = new SimpleTriggerEvent("CameraPunchLeft");
m_gamedef->event()->put(e);
m_client->event()->put(e);
} else if(m_digging_button == 1) {
MtEvent *e = new SimpleTriggerEvent("CameraPunchRight");
m_gamedef->event()->put(e);
m_client->event()->put(e);
}
}
}
@ -352,7 +351,7 @@ void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime,
my_cp.Y = m_camera_position.Y + (m_camera_direction.Y*-i);
// Prevent camera positioned inside nodes
INodeDefManager *nodemgr = m_gamedef->ndef();
INodeDefManager *nodemgr = m_client->ndef();
MapNode n = c_env.getClientMap().getNodeNoEx(floatToInt(my_cp, BS));
const ContentFeatures& features = nodemgr->get(n);
if(features.walkable)
@ -390,7 +389,7 @@ void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime,
// Get FOV
f32 fov_degrees;
if (player->getPlayerControl().zoom && m_gamedef->checkLocalPrivilege("zoom")) {
if (player->getPlayerControl().zoom && m_client->checkLocalPrivilege("zoom")) {
fov_degrees = m_cache_zoom_fov;
} else {
fov_degrees = m_cache_fov;
@ -468,7 +467,7 @@ void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime,
const bool climbing = movement_Y && player->is_climbing;
if ((walking || swimming || climbing) &&
m_cache_view_bobbing &&
(!g_settings->getBool("free_move") || !m_gamedef->checkLocalPrivilege("fly")))
(!g_settings->getBool("free_move") || !m_client->checkLocalPrivilege("fly")))
{
// Start animation
m_view_bobbing_state = 1;