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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
15 changed files with 249 additions and 185 deletions

View File

@@ -370,10 +370,9 @@ public:
ICraftDefManager* getCraftDefManager() override;
ITextureSource* getTextureSource();
virtual IShaderSource* getShaderSource();
IShaderSource *shsrc() { return getShaderSource(); }
u16 allocateUnknownNodeId(const std::string &name) override;
virtual ISoundManager* getSoundManager();
MtEventManager* getEventManager() override;
MtEventManager* getEventManager();
virtual ParticleManager* getParticleManager();
bool checkLocalPrivilege(const std::string &priv)
{ return checkPrivilege(priv); }