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author | Ner'zhul <nerzhul@users.noreply.github.com> | 2017-01-09 20:39:22 +0100 |
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committer | GitHub <noreply@github.com> | 2017-01-09 20:39:22 +0100 |
commit | 8e7449e09253e138716d8dbad6a2ab5c6e089e28 (patch) | |
tree | ca6895fb557229445b04639efe7fc57b3e33157b /src/clientobject.h | |
parent | 11df7e886a674e280e3ec6f895c11fc1e70eb7b3 (diff) | |
download | minetest-8e7449e09253e138716d8dbad6a2ab5c6e089e28.tar.gz minetest-8e7449e09253e138716d8dbad6a2ab5c6e089e28.tar.bz2 minetest-8e7449e09253e138716d8dbad6a2ab5c6e089e28.zip |
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
Diffstat (limited to 'src/clientobject.h')
-rw-r--r-- | src/clientobject.h | 21 |
1 files changed, 5 insertions, 16 deletions
diff --git a/src/clientobject.h b/src/clientobject.h index 83931e438..f0bde0adc 100644 --- a/src/clientobject.h +++ b/src/clientobject.h @@ -25,20 +25,9 @@ with this program; if not, write to the Free Software Foundation, Inc., #include <map> #include "util/cpp11_container.h" -/* - -Some planning -------------- - -* Client receives a network packet with information of added objects - in it -* Client supplies the information to its ClientEnvironment -* The environment adds the specified objects to itself - -*/ - class ClientEnvironment; class ITextureSource; +class Client; class IGameDef; class LocalPlayer; struct ItemStack; @@ -47,7 +36,7 @@ class WieldMeshSceneNode; class ClientActiveObject : public ActiveObject { public: - ClientActiveObject(u16 id, IGameDef *gamedef, ClientEnvironment *env); + ClientActiveObject(u16 id, Client *client, ClientEnvironment *env); virtual ~ClientActiveObject(); virtual void addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc, @@ -89,7 +78,7 @@ public: virtual void initialize(const std::string &data){} // Create a certain type of ClientActiveObject - static ClientActiveObject* create(ActiveObjectType type, IGameDef *gamedef, + static ClientActiveObject* create(ActiveObjectType type, Client *client, ClientEnvironment *env); // If returns true, punch will not be sent to the server @@ -99,9 +88,9 @@ public: protected: // Used for creating objects based on type - typedef ClientActiveObject* (*Factory)(IGameDef *gamedef, ClientEnvironment *env); + typedef ClientActiveObject* (*Factory)(Client *client, ClientEnvironment *env); static void registerType(u16 type, Factory f); - IGameDef *m_gamedef; + Client *m_client; ClientEnvironment *m_env; private: // Used for creating objects based on type |