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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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@ -27,6 +27,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include "itemgroup.h"
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class Camera;
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class Client;
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struct Nametag;
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/*
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@ -68,7 +69,7 @@ private:
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//
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scene::ISceneManager *m_smgr;
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IrrlichtDevice *m_irr;
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IGameDef *m_gamedef;
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Client *m_client;
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aabb3f m_selection_box;
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scene::IMeshSceneNode *m_meshnode;
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scene::IAnimatedMeshSceneNode *m_animated_meshnode;
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@ -109,13 +110,13 @@ private:
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std::vector<u16> m_children;
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public:
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GenericCAO(IGameDef *gamedef, ClientEnvironment *env);
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GenericCAO(Client *client, ClientEnvironment *env);
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~GenericCAO();
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static ClientActiveObject* create(IGameDef *gamedef, ClientEnvironment *env)
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static ClientActiveObject* create(Client *client, ClientEnvironment *env)
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{
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return new GenericCAO(gamedef, env);
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return new GenericCAO(client, env);
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}
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inline ActiveObjectType getType() const
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