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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
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15 changed files with 249 additions and 185 deletions
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@ -51,7 +51,6 @@ public:
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ITextureSource *getTextureSource() { return m_texturesrc; }
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IShaderSource *getShaderSource() { return m_shadersrc; }
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ISoundManager *getSoundManager() { return m_soundmgr; }
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MtEventManager *getEventManager() { return m_eventmgr; }
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scene::ISceneManager *getSceneManager() { return m_scenemgr; }
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IRollbackManager *getRollbackManager() { return m_rollbackmgr; }
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EmergeManager *getEmergeManager() { return m_emergemgr; }
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@ -86,7 +85,6 @@ private:
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ITextureSource *m_texturesrc = nullptr;
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IShaderSource *m_shadersrc = nullptr;
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ISoundManager *m_soundmgr = nullptr;
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MtEventManager *m_eventmgr = nullptr;
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scene::ISceneManager *m_scenemgr = nullptr;
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IRollbackManager *m_rollbackmgr = nullptr;
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EmergeManager *m_emergemgr = nullptr;
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