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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

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