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	* Server::overrideDayNightRatio doesn't require to return bool There is no sense to sending null player, the caller should send a valid object * Server::init: make private & cleanup This function is always called before start() and loads some variables which can be loaded in constructor directly. Make it private and call it directly in start * Split Server inventory responsibility to a dedicated object This splits permit to found various historical issues: * duplicate lookups on player connection * sending inventory to non related player when a player connects * non friendly lookups on detached inventories ownership This reduce the detached inventory complexity and also increased the lookup performance in a quite interesting way for servers with thousands of inventories.
		
			
				
	
	
		
			10 lines
		
	
	
		
			355 B
		
	
	
	
		
			CMake
		
	
	
	
	
	
			
		
		
	
	
			10 lines
		
	
	
		
			355 B
		
	
	
	
		
			CMake
		
	
	
	
	
	
| set(server_SRCS
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| 	${CMAKE_CURRENT_SOURCE_DIR}/activeobjectmgr.cpp
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| 	${CMAKE_CURRENT_SOURCE_DIR}/luaentity_sao.cpp
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| 	${CMAKE_CURRENT_SOURCE_DIR}/mods.cpp
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| 	${CMAKE_CURRENT_SOURCE_DIR}/player_sao.cpp
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| 	${CMAKE_CURRENT_SOURCE_DIR}/serveractiveobject.cpp
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| 	${CMAKE_CURRENT_SOURCE_DIR}/serverinventorymgr.cpp
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| 	${CMAKE_CURRENT_SOURCE_DIR}/unit_sao.cpp
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| 	PARENT_SCOPE)
 |