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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

@ -33,7 +33,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
class LocalPlayer;
struct MapDrawControl;
class IGameDef;
class Client;
class WieldMeshSceneNode;
struct Nametag {
@ -61,7 +61,7 @@ class Camera
{
public:
Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control,
IGameDef *gamedef);
Client *client);
~Camera();
// Get player scene node.
@ -189,7 +189,7 @@ private:
// draw control
MapDrawControl& m_draw_control;
IGameDef *m_gamedef;
Client *m_client;
video::IVideoDriver *m_driver;
// Absolute camera position