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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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@ -89,13 +89,13 @@ private:
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//// EmergeManager
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////
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EmergeManager::EmergeManager(IGameDef *gamedef)
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EmergeManager::EmergeManager(Server *server)
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{
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this->ndef = gamedef->getNodeDefManager();
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this->biomemgr = new BiomeManager(gamedef);
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this->oremgr = new OreManager(gamedef);
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this->decomgr = new DecorationManager(gamedef);
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this->schemmgr = new SchematicManager(gamedef);
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this->ndef = server->getNodeDefManager();
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this->biomemgr = new BiomeManager(server);
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this->oremgr = new OreManager(server);
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this->decomgr = new DecorationManager(server);
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this->schemmgr = new SchematicManager(server);
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this->gen_notify_on = 0;
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// Note that accesses to this variable are not synchronized.
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@ -128,7 +128,7 @@ EmergeManager::EmergeManager(IGameDef *gamedef)
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m_qlimit_generate = 1;
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for (s16 i = 0; i < nthreads; i++)
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m_threads.push_back(new EmergeThread((Server *)gamedef, i));
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m_threads.push_back(new EmergeThread(server, i));
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infostream << "EmergeManager: using " << nthreads << " threads" << std::endl;
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}
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