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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
This commit is contained in:
Ner'zhul 2017-01-09 20:39:22 +01:00 committed by GitHub
parent 11df7e886a
commit 8e7449e092
49 changed files with 301 additions and 409 deletions

View file

@ -18,11 +18,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
*/
#include "particles.h"
#include "constants.h"
#include "debug.h"
#include "settings.h"
#include "client/tile.h"
#include "gamedef.h"
#include "client.h"
#include "collision.h"
#include <stdlib.h>
#include "util/numeric.h"
@ -452,7 +448,7 @@ void ParticleManager::clearAll ()
}
}
void ParticleManager::handleParticleEvent(ClientEvent *event, IGameDef *gamedef,
void ParticleManager::handleParticleEvent(ClientEvent *event, Client *client,
scene::ISceneManager* smgr, LocalPlayer *player)
{
switch (event->type) {
@ -477,9 +473,9 @@ void ParticleManager::handleParticleEvent(ClientEvent *event, IGameDef *gamedef,
}
video::ITexture *texture =
gamedef->tsrc()->getTextureForMesh(*(event->add_particlespawner.texture));
client->tsrc()->getTextureForMesh(*(event->add_particlespawner.texture));
ParticleSpawner* toadd = new ParticleSpawner(gamedef, smgr, player,
ParticleSpawner* toadd = new ParticleSpawner(client, smgr, player,
event->add_particlespawner.amount,
event->add_particlespawner.spawntime,
*event->add_particlespawner.minpos,
@ -520,9 +516,9 @@ void ParticleManager::handleParticleEvent(ClientEvent *event, IGameDef *gamedef,
}
case CE_SPAWN_PARTICLE: {
video::ITexture *texture =
gamedef->tsrc()->getTextureForMesh(*(event->spawn_particle.texture));
client->tsrc()->getTextureForMesh(*(event->spawn_particle.texture));
Particle* toadd = new Particle(gamedef, smgr, player, m_env,
Particle* toadd = new Particle(client, smgr, player, m_env,
*event->spawn_particle.pos,
*event->spawn_particle.vel,
*event->spawn_particle.acc,