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Drop content_sao.{cpp,h}
Move LuaEntitySAO to a new dedicated file Drop TestSAO (useless object) Drop the old static startup initialized SAO factory, which was pretty useless. This factory was using a std::map for 2 elements, now just use a simple condition owned by ServerEnvironment, which will be lightweight, that will also drop a one time useful test on each LuaEntitySAO creation. This should reduce server load on massive SAO creation
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@@ -43,7 +43,6 @@ extern "C" {
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#include <cstdio>
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#include <cstdarg>
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#include "script/common/c_content.h"
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#include "content_sao.h"
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#include <sstream>
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@@ -33,12 +33,12 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include "nodedef.h"
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#include "daynightratio.h"
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#include "util/pointedthing.h"
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#include "content_sao.h"
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#include "mapgen/treegen.h"
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#include "emerge.h"
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#include "pathfinder.h"
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#include "face_position_cache.h"
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#include "remoteplayer.h"
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#include "server/luaentity_sao.h"
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#include "server/player_sao.h"
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#ifndef SERVER
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#include "client/client.h"
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@@ -25,7 +25,6 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include "itemdef.h"
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#include "nodedef.h"
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#include "server.h"
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#include "content_sao.h"
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#include "inventory.h"
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#include "log.h"
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@@ -27,11 +27,11 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include "common/c_content.h"
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#include "log.h"
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#include "tool.h"
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#include "content_sao.h"
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#include "remoteplayer.h"
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#include "server.h"
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#include "hud.h"
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#include "scripting_server.h"
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#include "server/luaentity_sao.h"
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#include "server/player_sao.h"
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/*
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