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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

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