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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

@ -25,20 +25,9 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include <map>
#include "util/cpp11_container.h"
/*
Some planning
-------------
* Client receives a network packet with information of added objects
in it
* Client supplies the information to its ClientEnvironment
* The environment adds the specified objects to itself
*/
class ClientEnvironment;
class ITextureSource;
class Client;
class IGameDef;
class LocalPlayer;
struct ItemStack;
@ -47,7 +36,7 @@ class WieldMeshSceneNode;
class ClientActiveObject : public ActiveObject
{
public:
ClientActiveObject(u16 id, IGameDef *gamedef, ClientEnvironment *env);
ClientActiveObject(u16 id, Client *client, ClientEnvironment *env);
virtual ~ClientActiveObject();
virtual void addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
@ -89,7 +78,7 @@ public:
virtual void initialize(const std::string &data){}
// Create a certain type of ClientActiveObject
static ClientActiveObject* create(ActiveObjectType type, IGameDef *gamedef,
static ClientActiveObject* create(ActiveObjectType type, Client *client,
ClientEnvironment *env);
// If returns true, punch will not be sent to the server
@ -99,9 +88,9 @@ public:
protected:
// Used for creating objects based on type
typedef ClientActiveObject* (*Factory)(IGameDef *gamedef, ClientEnvironment *env);
typedef ClientActiveObject* (*Factory)(Client *client, ClientEnvironment *env);
static void registerType(u16 type, Factory f);
IGameDef *m_gamedef;
Client *m_client;
ClientEnvironment *m_env;
private:
// Used for creating objects based on type