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Client eventmanager refactor (#7179)

* Drop EventManager from GameDef & do some client cleanups

* EventManager is only used by Client. Don't expose it on Server & GameDef for nothing
* Drop Client::event() in favor of direct calls to getEventManager
* Cleanup some event put from new + put to put(new)
* MtEvent: add Type(u8) enum
* This will enhance event performance & ensure stricter type
* Drop MtEvent::checkIs (unused)

* clang-tidy reported fixes

* Code style

* Move event_manager.h to the client directory as it's only used by client

Add EventManager unittests + switch to unordered_map as order is not important here

Drop a unused function
This commit is contained in:
Loïc Blot 2018-03-30 18:32:52 +02:00 committed by GitHub
parent 2c490dddc0
commit ce873108aa
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GPG key ID: 4AEE18F83AFDEB23
15 changed files with 249 additions and 185 deletions

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@ -28,7 +28,6 @@ class NodeDefManager;
class ICraftDefManager;
class ITextureSource;
class IShaderSource;
class MtEventManager;
class IRollbackManager;
class EmergeManager;
class Camera;
@ -58,8 +57,6 @@ public:
// Used for keeping track of names/ids of unknown nodes
virtual u16 allocateUnknownNodeId(const std::string &name)=0;
virtual MtEventManager* getEventManager()=0;
// Only usable on the server, and NOT thread-safe. It is usable from the
// environment thread.
virtual IRollbackManager* getRollbackManager() { return NULL; }
@ -68,8 +65,6 @@ public:
IItemDefManager *idef() { return getItemDefManager(); }
const NodeDefManager *ndef() { return getNodeDefManager(); }
ICraftDefManager *cdef() { return getCraftDefManager(); }
MtEventManager *event() { return getEventManager(); }
IRollbackManager *rollback() { return getRollbackManager(); }
virtual const std::vector<ModSpec> &getMods() const = 0;