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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
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49 changed files with 301 additions and 409 deletions
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@ -30,6 +30,7 @@ class ClientMap;
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class ClientActiveObject;
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class GenericCAO;
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class LocalPlayer;
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struct PointedThing;
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/*
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The client-side environment.
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@ -66,15 +67,14 @@ class ClientEnvironment : public Environment
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{
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public:
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ClientEnvironment(ClientMap *map, scene::ISceneManager *smgr,
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ITextureSource *texturesource, IGameDef *gamedef,
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ITextureSource *texturesource, Client *client,
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IrrlichtDevice *device);
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~ClientEnvironment();
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Map & getMap();
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ClientMap & getClientMap();
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IGameDef *getGameDef()
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{ return m_gamedef; }
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Client *getGameDef() { return m_client; }
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void step(f32 dtime);
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@ -175,7 +175,7 @@ private:
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LocalPlayer *m_local_player;
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scene::ISceneManager *m_smgr;
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ITextureSource *m_texturesource;
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IGameDef *m_gamedef;
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Client *m_client;
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IrrlichtDevice *m_irr;
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UNORDERED_MAP<u16, ClientActiveObject*> m_active_objects;
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std::vector<ClientSimpleObject*> m_simple_objects;
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