#include "threading/mutex_auto_lock.h"
#include "client/clientevent.h"
#include "client/renderingengine.h"
+#include "client/tile.h"
#include "util/auth.h"
#include "util/directiontables.h"
#include "util/pointedthing.h"
#include "clientmap.h"
#include "clientmedia.h"
#include "version.h"
-#include "database-sqlite3.h"
+#include "database/database-sqlite3.h"
#include "serialization.h"
#include "guiscalingfilter.h"
#include "script/scripting_client.h"
void Client::sendPlayerPos()
{
LocalPlayer *myplayer = m_env.getLocalPlayer();
- if(myplayer == NULL)
+ if (!myplayer)
return;
ClientMap &map = m_env.getClientMap();
myplayer->last_camera_fov = camera_fov;
myplayer->last_wanted_range = wanted_range;
- //infostream << "Sending Player Position information" << std::endl;
-
- session_t our_peer_id = m_con->GetPeerID();
-
- // Set peer id if not set already
- if(myplayer->peer_id == PEER_ID_INEXISTENT)
- myplayer->peer_id = our_peer_id;
-
- assert(myplayer->peer_id == our_peer_id);
-
NetworkPacket pkt(TOSERVER_PLAYERPOS, 12 + 12 + 4 + 4 + 4 + 1 + 1);
writePlayerPos(myplayer, &map, &pkt);
void Client::sendPlayerItem(u16 item)
{
LocalPlayer *myplayer = m_env.getLocalPlayer();
- if(myplayer == NULL)
+ if (!myplayer)
return;
- session_t our_peer_id = m_con->GetPeerID();
-
- // Set peer id if not set already
- if(myplayer->peer_id == PEER_ID_INEXISTENT)
- myplayer->peer_id = our_peer_id;
- assert(myplayer->peer_id == our_peer_id);
-
NetworkPacket pkt(TOSERVER_PLAYERITEM, 2);
pkt << item;
text = wgettext("Initializing nodes...");
RenderingEngine::draw_load_screen(text, guienv, m_tsrc, 0, 72);
m_nodedef->updateAliases(m_itemdef);
- std::string texture_path = g_settings->get("texture_path");
- if (!texture_path.empty() && fs::IsDir(texture_path))
- m_nodedef->applyTextureOverrides(texture_path + DIR_DELIM + "override.txt");
+ for (const auto &path : getTextureDirs())
+ m_nodedef->applyTextureOverrides(path + DIR_DELIM + "override.txt");
m_nodedef->setNodeRegistrationStatus(true);
m_nodedef->runNodeResolveCallbacks();
delete[] text;
return &m_particle_manager;
}
-scene::IAnimatedMesh* Client::getMesh(const std::string &filename)
+scene::IAnimatedMesh* Client::getMesh(const std::string &filename, bool cache)
{
StringMap::const_iterator it = m_mesh_data.find(filename);
if (it == m_mesh_data.end()) {
scene::IAnimatedMesh *mesh = RenderingEngine::get_scene_manager()->getMesh(rfile);
rfile->drop();
- // NOTE: By playing with Irrlicht refcounts, maybe we could cache a bunch
- // of uniquely named instances and re-use them
mesh->grab();
- RenderingEngine::get_mesh_cache()->removeMesh(mesh);
+ if (!cache)
+ RenderingEngine::get_mesh_cache()->removeMesh(mesh);
return mesh;
}