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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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@@ -263,7 +263,6 @@ public:
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virtual const NodeDefManager* getNodeDefManager();
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virtual ICraftDefManager* getCraftDefManager();
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virtual u16 allocateUnknownNodeId(const std::string &name);
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virtual MtEventManager* getEventManager();
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IRollbackManager *getRollbackManager() { return m_rollback; }
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virtual EmergeManager *getEmergeManager() { return m_emerge; }
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