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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

@ -20,16 +20,15 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "clientobject.h"
#include "debug.h"
#include "porting.h"
#include "constants.h"
/*
ClientActiveObject
*/
ClientActiveObject::ClientActiveObject(u16 id, IGameDef *gamedef,
ClientActiveObject::ClientActiveObject(u16 id, Client *client,
ClientEnvironment *env):
ActiveObject(id),
m_gamedef(gamedef),
m_client(client),
m_env(env)
{
}
@ -40,7 +39,7 @@ ClientActiveObject::~ClientActiveObject()
}
ClientActiveObject* ClientActiveObject::create(ActiveObjectType type,
IGameDef *gamedef, ClientEnvironment *env)
Client *client, ClientEnvironment *env)
{
// Find factory function
UNORDERED_MAP<u16, Factory>::iterator n = m_types.find(type);
@ -52,7 +51,7 @@ ClientActiveObject* ClientActiveObject::create(ActiveObjectType type,
}
Factory f = n->second;
ClientActiveObject *object = (*f)(gamedef, env);
ClientActiveObject *object = (*f)(client, env);
return object;
}