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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

@ -29,6 +29,8 @@ class PlayerSAO;
class ServerEnvironment;
class ActiveBlockModifier;
class ServerActiveObject;
class Server;
class GameScripting;
/*
{Active, Loading} block modifier interface.
@ -190,7 +192,7 @@ class ServerEnvironment : public Environment
{
public:
ServerEnvironment(ServerMap *map, GameScripting *scriptIface,
IGameDef *gamedef, const std::string &path_world);
Server *server, const std::string &path_world);
~ServerEnvironment();
Map & getMap();
@ -201,8 +203,8 @@ public:
GameScripting* getScriptIface()
{ return m_script; }
IGameDef *getGameDef()
{ return m_gamedef; }
Server *getGameDef()
{ return m_server; }
float getSendRecommendedInterval()
{ return m_recommended_send_interval; }
@ -377,8 +379,8 @@ private:
ServerMap *m_map;
// Lua state
GameScripting* m_script;
// Game definition
IGameDef *m_gamedef;
// Server definition
Server *m_server;
// World path
const std::string m_path_world;
// Active object list