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General code refactoring/improvements in server, treegen and connection

This commit is contained in:
sfan5 2024-03-12 14:13:24 +01:00
parent 24f2c38093
commit bc4ab8b99e
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.,
#include "test.h"
#include "mock_server.h"
#include "scripting_server.h"
#include "server/luaentity_sao.h"
#include "emerge.h"
@ -73,10 +72,11 @@ void TestSAO::runTests(IGameDef *gamedef)
ofs2 << "backend = dummy\n";
}
ServerScripting server_scripting(&server);
server.createScripting();
try {
server_scripting.loadBuiltin();
server_scripting.loadMod(helper_lua, BUILTIN_MOD_NAME);
auto script = server.getScriptIface();
script->loadBuiltin();
script->loadMod(helper_lua, BUILTIN_MOD_NAME);
} catch (ModError &e) {
rawstream << e.what() << std::endl;
num_tests_failed = 1;
@ -88,8 +88,8 @@ void TestSAO::runTests(IGameDef *gamedef)
// EmergeManager should become mockable
MetricsBackend mb;
EmergeManager emerge(&server, &mb);
auto *map = new ServerMap(server.getWorldPath(), gamedef, &emerge, &mb);
ServerEnvironment env(map, &server_scripting, &server, "", &mb);
auto map = std::make_unique<ServerMap>(server.getWorldPath(), gamedef, &emerge, &mb);
ServerEnvironment env(std::move(map), &server, &mb);
env.loadMeta();
m_step_interval = std::max(