Speedup attachement handling by replacing vector search by direct array access and secondary child lookup vector
parent
56bf867874
commit
35ec3855f6
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@ -723,52 +723,29 @@ void GenericCAO::setAttachments()
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ClientActiveObject* GenericCAO::getParent()
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ClientActiveObject* GenericCAO::getParent()
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{
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{
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ClientActiveObject *obj = NULL;
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ClientActiveObject *obj = NULL;
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for(std::vector<core::vector2d<int> >::const_iterator cii = m_env->attachment_list.begin(); cii != m_env->attachment_list.end(); cii++)
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{
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u16 attached_id = m_env->m_attachements[getId()];
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if(cii->X == getId()) // This ID is our child
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{
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if ((attached_id != 0) &&
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if(cii->Y > 0) // A parent ID exists for our child
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(attached_id != getId())) {
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{
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obj = m_env->getActiveObject(attached_id);
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if(cii->X != cii->Y) // The parent and child ID are not the same
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{
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obj = m_env->getActiveObject(cii->Y);
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}
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}
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}
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break;
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}
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}
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if(obj)
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return obj;
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return obj;
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return NULL;
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}
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}
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void GenericCAO::removeFromScene(bool permanent)
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void GenericCAO::removeFromScene(bool permanent)
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{
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{
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if(permanent) // Should be true when removing the object permanently and false when refreshing (eg: updating visuals)
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if(permanent) // Should be true when removing the object permanently and false when refreshing (eg: updating visuals)
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{
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{
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// Detach this object's children
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for(std::vector<u16>::iterator ci = m_children.begin();
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for(std::vector<core::vector2d<int> >::iterator ii = m_env->attachment_list.begin();
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ci != m_children.end(); ci++)
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ii != m_env->attachment_list.end(); ii++)
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{
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{
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if(ii->Y == getId()) // Is a child of our object
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if (m_env->m_attachements[*ci] == getId()) {
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{
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m_env->m_attachements[*ci] = 0;
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ii->Y = 0;
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// Get the object of the child
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ClientActiveObject *obj = m_env->getActiveObject(ii->X);
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if(obj)
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obj->setAttachments();
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}
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}
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// Delete this object from the attachments list
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for(std::vector<core::vector2d<int> >::iterator ii = m_env->attachment_list.begin();
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ii != m_env->attachment_list.end(); ii++)
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{
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if(ii->X == getId()) // Is our object
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{
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m_env->attachment_list.erase(ii);
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break;
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}
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}
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}
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}
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m_env->m_attachements[getId()] = 0;
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}
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}
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if(m_meshnode)
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if(m_meshnode)
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@ -1098,13 +1075,14 @@ void GenericCAO::step(float dtime, ClientEnvironment *env)
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// Attachments, part 1: All attached objects must be unparented first,
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// Attachments, part 1: All attached objects must be unparented first,
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// or Irrlicht causes a segmentation fault
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// or Irrlicht causes a segmentation fault
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for(std::vector<core::vector2d<int> >::iterator ii = m_env->attachment_list.begin();
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for(std::vector<u16>::iterator ci = m_children.begin();
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ii != m_env->attachment_list.end(); ii++)
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ci != m_children.end();)
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{
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{
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if(ii->Y == getId()) // This is a child of our parent
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if (m_env->m_attachements[*ci] != getId()) {
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{
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ci = m_children.erase(ci);
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// Get the object of the child
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continue;
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ClientActiveObject *obj = m_env->getActiveObject(ii->X);
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}
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ClientActiveObject *obj = m_env->getActiveObject(*ci);
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if(obj)
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if(obj)
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{
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{
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scene::IMeshSceneNode *m_child_meshnode
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scene::IMeshSceneNode *m_child_meshnode
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@ -1120,25 +1098,22 @@ void GenericCAO::step(float dtime, ClientEnvironment *env)
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if(m_child_spritenode)
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if(m_child_spritenode)
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m_child_spritenode->setParent(m_smgr->getRootSceneNode());
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m_child_spritenode->setParent(m_smgr->getRootSceneNode());
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}
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}
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}
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++ci;
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}
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}
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removeFromScene(false);
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removeFromScene(false);
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addToScene(m_smgr, m_gamedef->tsrc(), m_irr);
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addToScene(m_smgr, m_gamedef->tsrc(), m_irr);
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// Attachments, part 2: Now that the parent has been refreshed, put its attachments back
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// Attachments, part 2: Now that the parent has been refreshed, put its attachments back
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for(std::vector<core::vector2d<int> >::iterator ii = m_env->attachment_list.begin();
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for(std::vector<u16>::iterator ci = m_children.begin();
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ii != m_env->attachment_list.end(); ii++)
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ci != m_children.end(); ci++)
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{
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if(ii->Y == getId()) // This is a child of our parent
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{
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{
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// Get the object of the child
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// Get the object of the child
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ClientActiveObject *obj = m_env->getActiveObject(ii->X);
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ClientActiveObject *obj = m_env->getActiveObject(*ci);
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if(obj)
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if(obj)
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obj->setAttachments();
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obj->setAttachments();
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}
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}
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}
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}
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}
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// Make sure m_is_visible is always applied
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// Make sure m_is_visible is always applied
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if(m_meshnode)
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if(m_meshnode)
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@ -1803,16 +1778,8 @@ void GenericCAO::processMessage(const std::string &data)
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updateBonePosition();
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updateBonePosition();
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}
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}
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else if(cmd == GENERIC_CMD_SET_ATTACHMENT) {
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else if(cmd == GENERIC_CMD_SET_ATTACHMENT) {
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// If an entry already exists for this object, delete it first to avoid duplicates
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m_env->m_attachements[getId()] = readS16(is);
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for(std::vector<core::vector2d<int> >::iterator ii = m_env->attachment_list.begin(); ii != m_env->attachment_list.end(); ii++)
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m_children.push_back(m_env->m_attachements[getId()]);
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{
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if(ii->X == getId()) // This is the ID of our object
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{
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m_env->attachment_list.erase(ii);
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break;
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}
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}
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m_env->attachment_list.push_back(core::vector2d<int>(getId(), readS16(is)));
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m_attachment_bone = deSerializeString(is);
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m_attachment_bone = deSerializeString(is);
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m_attachment_position = readV3F1000(is);
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m_attachment_position = readV3F1000(is);
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m_attachment_rotation = readV3F1000(is);
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m_attachment_rotation = readV3F1000(is);
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@ -102,6 +102,8 @@ private:
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u8 m_last_light;
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u8 m_last_light;
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bool m_is_visible;
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bool m_is_visible;
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std::vector<u16> m_children;
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public:
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public:
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GenericCAO(IGameDef *gamedef, ClientEnvironment *env);
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GenericCAO(IGameDef *gamedef, ClientEnvironment *env);
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@ -2078,6 +2078,8 @@ ClientEnvironment::ClientEnvironment(ClientMap *map, scene::ISceneManager *smgr,
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m_gamedef(gamedef),
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m_gamedef(gamedef),
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m_irr(irr)
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m_irr(irr)
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{
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{
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char zero = 0;
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memset(m_attachements, zero, sizeof(m_attachements));
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}
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}
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ClientEnvironment::~ClientEnvironment()
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ClientEnvironment::~ClientEnvironment()
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@ -492,7 +492,7 @@ public:
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// Get event from queue. CEE_NONE is returned if queue is empty.
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// Get event from queue. CEE_NONE is returned if queue is empty.
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ClientEnvEvent getClientEvent();
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ClientEnvEvent getClientEvent();
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std::vector<core::vector2d<int> > attachment_list; // X is child ID, Y is parent ID
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u16 m_attachements[USHRT_MAX];
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std::list<std::string> getPlayerNames()
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std::list<std::string> getPlayerNames()
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{ return m_player_names; }
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{ return m_player_names; }
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