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