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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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11df7e886a
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49 changed files with 301 additions and 409 deletions
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@ -23,6 +23,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#ifndef SERVER
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#include "client/tile.h"
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#include "mesh.h"
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#include "client.h"
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#include <IMeshManipulator.h>
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#endif
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#include "log.h"
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@ -572,8 +573,7 @@ void ContentFeatures::fillTileAttribs(ITextureSource *tsrc, TileSpec *tile,
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#ifndef SERVER
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void ContentFeatures::updateTextures(ITextureSource *tsrc, IShaderSource *shdsrc,
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scene::ISceneManager *smgr, scene::IMeshManipulator *meshmanip,
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IGameDef *gamedef, const TextureSettings &tsettings)
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scene::IMeshManipulator *meshmanip, Client *client, const TextureSettings &tsettings)
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{
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// minimap pixel color - the average color of a texture
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if (tsettings.enable_minimap && tiledef[0].name != "")
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@ -709,7 +709,7 @@ void ContentFeatures::updateTextures(ITextureSource *tsrc, IShaderSource *shdsrc
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if ((drawtype == NDT_MESH) && (mesh != "")) {
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// Meshnode drawtype
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// Read the mesh and apply scale
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mesh_ptr[0] = gamedef->getMesh(mesh);
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mesh_ptr[0] = client->getMesh(mesh);
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if (mesh_ptr[0]){
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v3f scale = v3f(1.0, 1.0, 1.0) * BS * visual_scale;
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scaleMesh(mesh_ptr[0], scale);
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@ -1316,9 +1316,11 @@ void CNodeDefManager::updateTextures(IGameDef *gamedef,
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#ifndef SERVER
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infostream << "CNodeDefManager::updateTextures(): Updating "
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"textures in node definitions" << std::endl;
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ITextureSource *tsrc = gamedef->tsrc();
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IShaderSource *shdsrc = gamedef->getShaderSource();
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scene::ISceneManager* smgr = gamedef->getSceneManager();
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Client *client = (Client *)gamedef;
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ITextureSource *tsrc = client->tsrc();
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IShaderSource *shdsrc = client->getShaderSource();
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scene::ISceneManager* smgr = client->getSceneManager();
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scene::IMeshManipulator* meshmanip = smgr->getMeshManipulator();
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TextureSettings tsettings;
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tsettings.readSettings();
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@ -1326,7 +1328,7 @@ void CNodeDefManager::updateTextures(IGameDef *gamedef,
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u32 size = m_content_features.size();
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for (u32 i = 0; i < size; i++) {
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m_content_features[i].updateTextures(tsrc, shdsrc, smgr, meshmanip, gamedef, tsettings);
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m_content_features[i].updateTextures(tsrc, shdsrc, meshmanip, client, tsettings);
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progress_callback(progress_callback_args, i, size);
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}
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#endif
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