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General code refactoring/improvements in server, treegen and connection
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commit
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34 changed files with 330 additions and 439 deletions
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@ -20,7 +20,6 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include "test.h"
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#include "mock_server.h"
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#include "scripting_server.h"
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#include "server/luaentity_sao.h"
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#include "emerge.h"
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@ -73,10 +72,11 @@ void TestSAO::runTests(IGameDef *gamedef)
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ofs2 << "backend = dummy\n";
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}
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ServerScripting server_scripting(&server);
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server.createScripting();
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try {
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server_scripting.loadBuiltin();
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server_scripting.loadMod(helper_lua, BUILTIN_MOD_NAME);
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auto script = server.getScriptIface();
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script->loadBuiltin();
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script->loadMod(helper_lua, BUILTIN_MOD_NAME);
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} catch (ModError &e) {
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rawstream << e.what() << std::endl;
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num_tests_failed = 1;
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@ -88,8 +88,8 @@ void TestSAO::runTests(IGameDef *gamedef)
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// EmergeManager should become mockable
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MetricsBackend mb;
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EmergeManager emerge(&server, &mb);
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auto *map = new ServerMap(server.getWorldPath(), gamedef, &emerge, &mb);
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ServerEnvironment env(map, &server_scripting, &server, "", &mb);
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auto map = std::make_unique<ServerMap>(server.getWorldPath(), gamedef, &emerge, &mb);
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ServerEnvironment env(std::move(map), &server, &mb);
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env.loadMeta();
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m_step_interval = std::max(
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