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