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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/client.h
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/client.h')
-rw-r--r--src/client.h3
1 files changed, 2 insertions, 1 deletions
diff --git a/src/client.h b/src/client.h
index 699550eac..f5b03f19d 100644
--- a/src/client.h
+++ b/src/client.h
@@ -414,7 +414,8 @@ public:
void updateCameraOffset(v3s16 camera_offset)
{ m_mesh_update_thread.m_camera_offset = camera_offset; }
- // Get event from queue. CE_NONE is returned if queue is empty.
+ bool hasClientEvents() const { return !m_client_event_queue.empty(); }
+ // Get event from queue. If queue is empty, it triggers an assertion failure.
ClientEvent getClientEvent();
bool accessDenied() const { return m_access_denied; }