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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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@ -28,6 +28,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include "itemgroup.h"
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#include "sound.h"
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class IGameDef;
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class Client;
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struct ToolCapabilities;
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/*
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@ -107,10 +108,10 @@ public:
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#ifndef SERVER
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// Get item inventory texture
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virtual video::ITexture* getInventoryTexture(const std::string &name,
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IGameDef *gamedef) const=0;
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Client *client) const=0;
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// Get item wield mesh
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virtual scene::IMesh* getWieldMesh(const std::string &name,
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IGameDef *gamedef) const=0;
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Client *client) const=0;
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#endif
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virtual void serialize(std::ostream &os, u16 protocol_version)=0;
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@ -133,10 +134,10 @@ public:
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#ifndef SERVER
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// Get item inventory texture
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virtual video::ITexture* getInventoryTexture(const std::string &name,
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IGameDef *gamedef) const=0;
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Client *client) const=0;
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// Get item wield mesh
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virtual scene::IMesh* getWieldMesh(const std::string &name,
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IGameDef *gamedef) const=0;
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Client *client) const=0;
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#endif
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// Remove all registered item and node definitions and aliases
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