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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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@ -26,7 +26,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include "client/tile.h"
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#include "mesh.h"
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#include <IMeshManipulator.h>
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#include "gamedef.h"
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#include "client.h"
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#include "log.h"
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#include "noise.h"
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@ -188,8 +188,8 @@ static inline int NeighborToIndex(const v3s16 &pos)
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void mapblock_mesh_generate_special(MeshMakeData *data,
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MeshCollector &collector)
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{
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INodeDefManager *nodedef = data->m_gamedef->ndef();
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scene::ISceneManager* smgr = data->m_gamedef->getSceneManager();
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INodeDefManager *nodedef = data->m_client->ndef();
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scene::ISceneManager* smgr = data->m_client->getSceneManager();
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scene::IMeshManipulator* meshmanip = smgr->getMeshManipulator();
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// 0ms
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