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authorNer'zhul <nerzhul@users.noreply.github.com>2017-01-09 20:39:22 +0100
committerGitHub <noreply@github.com>2017-01-09 20:39:22 +0100
commit8e7449e09253e138716d8dbad6a2ab5c6e089e28 (patch)
treeca6895fb557229445b04639efe7fc57b3e33157b /src/nodedef.cpp
parent11df7e886a674e280e3ec6f895c11fc1e70eb7b3 (diff)
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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/nodedef.cpp')
-rw-r--r--src/nodedef.cpp16
1 files changed, 9 insertions, 7 deletions
diff --git a/src/nodedef.cpp b/src/nodedef.cpp
index dbbdf95d2..b7d023897 100644
--- a/src/nodedef.cpp
+++ b/src/nodedef.cpp
@@ -23,6 +23,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#ifndef SERVER
#include "client/tile.h"
#include "mesh.h"
+#include "client.h"
#include <IMeshManipulator.h>
#endif
#include "log.h"
@@ -572,8 +573,7 @@ void ContentFeatures::fillTileAttribs(ITextureSource *tsrc, TileSpec *tile,
#ifndef SERVER
void ContentFeatures::updateTextures(ITextureSource *tsrc, IShaderSource *shdsrc,
- scene::ISceneManager *smgr, scene::IMeshManipulator *meshmanip,
- IGameDef *gamedef, const TextureSettings &tsettings)
+ scene::IMeshManipulator *meshmanip, Client *client, const TextureSettings &tsettings)
{
// minimap pixel color - the average color of a texture
if (tsettings.enable_minimap && tiledef[0].name != "")
@@ -709,7 +709,7 @@ void ContentFeatures::updateTextures(ITextureSource *tsrc, IShaderSource *shdsrc
if ((drawtype == NDT_MESH) && (mesh != "")) {
// Meshnode drawtype
// Read the mesh and apply scale
- mesh_ptr[0] = gamedef->getMesh(mesh);
+ mesh_ptr[0] = client->getMesh(mesh);
if (mesh_ptr[0]){
v3f scale = v3f(1.0, 1.0, 1.0) * BS * visual_scale;
scaleMesh(mesh_ptr[0], scale);
@@ -1316,9 +1316,11 @@ void CNodeDefManager::updateTextures(IGameDef *gamedef,
#ifndef SERVER
infostream << "CNodeDefManager::updateTextures(): Updating "
"textures in node definitions" << std::endl;
- ITextureSource *tsrc = gamedef->tsrc();
- IShaderSource *shdsrc = gamedef->getShaderSource();
- scene::ISceneManager* smgr = gamedef->getSceneManager();
+
+ Client *client = (Client *)gamedef;
+ ITextureSource *tsrc = client->tsrc();
+ IShaderSource *shdsrc = client->getShaderSource();
+ scene::ISceneManager* smgr = client->getSceneManager();
scene::IMeshManipulator* meshmanip = smgr->getMeshManipulator();
TextureSettings tsettings;
tsettings.readSettings();
@@ -1326,7 +1328,7 @@ void CNodeDefManager::updateTextures(IGameDef *gamedef,
u32 size = m_content_features.size();
for (u32 i = 0; i < size; i++) {
- m_content_features[i].updateTextures(tsrc, shdsrc, smgr, meshmanip, gamedef, tsettings);
+ m_content_features[i].updateTextures(tsrc, shdsrc, meshmanip, client, tsettings);
progress_callback(progress_callback_args, i, size);
}
#endif