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Environment & IGameDef code refactoring (#4985)
* Environment code refactoring * Cleanup includes & class declarations in client & server environment to improve build speed * ServerEnvironment::m_gamedef is now a pointer to Server instead of IGameDef, permitting to cleanup many casts. * Cleanup IGameDef * Move ITextureSource* IGameDef::getTextureSource() to Client only. * Also move ITextureSource *IGameDef::tsrc() helper * drop getShaderSource, getSceneManager, getSoundManager & getCamera abstract call * drop unused emerge() call * cleanup server unused functions (mentionned before) * Drop one unused parameter from ContentFeatures::updateTextures * move checkLocalPrivilege to Client * Remove some unnecessary casts * create_formspec_menu: remove IWritableTextureSource pointer, as client already knows it * Fix some comments * Change required IGameDef to Server/Client pointers * Previous change that game.cpp sometimes calls functions with Client + InventoryManager + IGameDef in same functions but it's the same objects * Remove duplicate Client pointer in GUIFormSpecMenu::GUIFormSpecMenu * drop ClientMap::sectorWasDrawn which is unused
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@@ -50,7 +50,6 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include "content_abm.h"
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#include "content_sao.h"
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#include "mods.h"
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#include "sound.h" // dummySoundManager
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#include "event_manager.h"
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#include "serverlist.h"
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#include "util/string.h"
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@@ -3310,29 +3309,12 @@ ICraftDefManager *Server::getCraftDefManager()
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{
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return m_craftdef;
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}
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ITextureSource *Server::getTextureSource()
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{
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return NULL;
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}
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IShaderSource *Server::getShaderSource()
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{
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return NULL;
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}
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scene::ISceneManager *Server::getSceneManager()
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{
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return NULL;
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}
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u16 Server::allocateUnknownNodeId(const std::string &name)
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{
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return m_nodedef->allocateDummy(name);
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}
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ISoundManager *Server::getSoundManager()
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{
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return &dummySoundManager;
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}
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MtEventManager *Server::getEventManager()
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{
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return m_event;
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