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authorLoïc Blot <nerzhul@users.noreply.github.com>2017-04-29 17:25:25 +0200
committerGitHub <noreply@github.com>2017-04-29 17:25:25 +0200
commit3db66b453152c3610b858aa1650e1ab3f545a430 (patch)
treed1d625c50f8c350ff1f52b7ed446bd0ed2ea4e6b /src/game.cpp
parentf727f54192644f6427ac1b2c86df8c64c7c5fdf0 (diff)
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Client & ClientEnvirnment: don't create fake events (#5676)
Instead of create fake events on the stack on each loop call (Game::run), verify is queue is empty or not and handle event directly if there is. This prevents fake ClientEvent creation & memory allocations Same fix is also applied on ClientEnvironment, & rename getClientEvent to getClientEnvEvent to match ClientEnvEvent object
Diffstat (limited to 'src/game.cpp')
-rw-r--r--src/game.cpp5
1 files changed, 2 insertions, 3 deletions
diff --git a/src/game.cpp b/src/game.cpp
index 12fe6a6e9..a1cc1ab15 100644
--- a/src/game.cpp
+++ b/src/game.cpp
@@ -3055,11 +3055,10 @@ inline void Game::step(f32 *dtime)
void Game::processClientEvents(CameraOrientation *cam)
{
- ClientEvent event = client->getClientEvent();
-
LocalPlayer *player = client->getEnv().getLocalPlayer();
- for ( ; event.type != CE_NONE; event = client->getClientEvent()) {
+ while (client->hasClientEvents()) {
+ ClientEvent event = client->getClientEvent();
switch (event.type) {
case CE_PLAYER_DAMAGE: