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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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49 changed files with 301 additions and 409 deletions
17
src/client.h
17
src/client.h
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@ -34,7 +34,6 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include "localplayer.h"
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#include "hud.h"
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#include "particles.h"
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#include "network/networkpacket.h"
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struct MeshMakeData;
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class MapBlockMesh;
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@ -51,6 +50,7 @@ class Database;
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class Mapper;
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struct MinimapMapblock;
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class Camera;
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class NetworkPacket;
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struct QueuedMeshUpdate
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{
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@ -402,9 +402,6 @@ public:
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void ProcessData(NetworkPacket *pkt);
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// Returns true if something was received
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bool AsyncProcessPacket();
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bool AsyncProcessData();
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void Send(NetworkPacket* pkt);
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void interact(u8 action, const PointedThing& pointed);
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@ -422,8 +419,9 @@ public:
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void sendRespawn();
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void sendReady();
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ClientEnvironment& getEnv()
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{ return m_env; }
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ClientEnvironment& getEnv() { return m_env; }
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ITextureSource *tsrc() { return getTextureSource(); }
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ISoundManager *sound() { return getSoundManager(); }
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// Causes urgent mesh updates (unlike Map::add/removeNodeWithEvent)
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void removeNode(v3s16 p);
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@ -521,14 +519,15 @@ public:
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virtual IItemDefManager* getItemDefManager();
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virtual INodeDefManager* getNodeDefManager();
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virtual ICraftDefManager* getCraftDefManager();
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virtual ITextureSource* getTextureSource();
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ITextureSource* getTextureSource();
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virtual IShaderSource* getShaderSource();
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virtual scene::ISceneManager* getSceneManager();
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IShaderSource *shsrc() { return getShaderSource(); }
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scene::ISceneManager* getSceneManager();
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virtual u16 allocateUnknownNodeId(const std::string &name);
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virtual ISoundManager* getSoundManager();
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virtual MtEventManager* getEventManager();
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virtual ParticleManager* getParticleManager();
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virtual bool checkLocalPrivilege(const std::string &priv)
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bool checkLocalPrivilege(const std::string &priv)
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{ return checkPrivilege(priv); }
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virtual scene::IAnimatedMesh* getMesh(const std::string &filename);
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