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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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@ -29,7 +29,7 @@ class Mapgen;
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class MMVManip;
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class PseudoRandom;
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class NodeResolver;
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class IGameDef;
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class Server;
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/*
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Minetest Schematic File Format
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@ -123,7 +123,7 @@ public:
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class SchematicManager : public ObjDefManager {
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public:
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SchematicManager(IGameDef *gamedef);
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SchematicManager(Server *server);
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virtual ~SchematicManager() {}
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virtual void clear();
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@ -139,7 +139,7 @@ public:
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}
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private:
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IGameDef *m_gamedef;
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Server *m_server;
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};
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void generate_nodelist_and_update_ids(MapNode *nodes, size_t nodecount,
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