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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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49 changed files with 301 additions and 409 deletions
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@ -25,20 +25,9 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include <map>
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#include "util/cpp11_container.h"
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/*
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Some planning
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-------------
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* Client receives a network packet with information of added objects
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in it
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* Client supplies the information to its ClientEnvironment
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* The environment adds the specified objects to itself
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*/
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class ClientEnvironment;
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class ITextureSource;
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class Client;
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class IGameDef;
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class LocalPlayer;
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struct ItemStack;
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@ -47,7 +36,7 @@ class WieldMeshSceneNode;
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class ClientActiveObject : public ActiveObject
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{
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public:
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ClientActiveObject(u16 id, IGameDef *gamedef, ClientEnvironment *env);
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ClientActiveObject(u16 id, Client *client, ClientEnvironment *env);
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virtual ~ClientActiveObject();
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virtual void addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
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@ -89,7 +78,7 @@ public:
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virtual void initialize(const std::string &data){}
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// Create a certain type of ClientActiveObject
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static ClientActiveObject* create(ActiveObjectType type, IGameDef *gamedef,
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static ClientActiveObject* create(ActiveObjectType type, Client *client,
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ClientEnvironment *env);
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// If returns true, punch will not be sent to the server
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@ -99,9 +88,9 @@ public:
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protected:
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// Used for creating objects based on type
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typedef ClientActiveObject* (*Factory)(IGameDef *gamedef, ClientEnvironment *env);
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typedef ClientActiveObject* (*Factory)(Client *client, ClientEnvironment *env);
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static void registerType(u16 type, Factory f);
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IGameDef *m_gamedef;
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Client *m_client;
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ClientEnvironment *m_env;
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private:
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// Used for creating objects based on type
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