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* refactor(config): replace singleton with dependency injection * refactor(client_player): return ChunkPosSet by value in non-const getter Copy the internal set under the mutex lock to avoid exposing a mutable reference that could be used unsafely after the lock is released. This fixes a potential data race when the caller holds the returned reference beyond the critical section. Also update the caller in `client_world` to remove the now-unnecessary `std::move`. * fix(gameplay): prevent use-after-free in pending delete queues during destruction * refactor(config): separate game and server configuration with explicit paths
59 lines
1.7 KiB
C++
59 lines
1.7 KiB
C++
#pragma once
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#include "Cubed/config.hpp"
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#include "Cubed/gameplay/block.hpp"
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#include "Cubed/render/texture.hpp"
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#include <glad/glad.h>
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#include <memory>
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namespace Cubed {
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class TextureManager {
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private:
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bool m_need_reload = false;
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bool m_init = false;
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std::unique_ptr<Texture> m_block_status_array;
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std::unique_ptr<Texture> m_texture_array;
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std::unique_ptr<Texture> m_cross_plane_array;
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std::unique_ptr<Texture> m_ui_array;
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std::unique_ptr<Texture> m_normal_texture_array;
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std::unique_ptr<Texture> m_skin;
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std::vector<std::unique_ptr<Texture>> m_item_textures;
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GLfloat m_max_aniso = 0.0f;
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Config& m_config;
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int m_aniso = 1;
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void load_block_status(unsigned status_id);
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void load_block_texture(unsigned block_id);
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void load_block_item_texture(unsigned id);
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void load_cross_plane_texture(unsigned id);
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void load_ui_texture(unsigned id);
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void load_pbr_texture(unsigned id);
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void init_item();
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void init_block();
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void init_ui();
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void init_block_status();
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void init_skin();
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void hot_reload();
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public:
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TextureManager(Config& config);
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~TextureManager();
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void delete_texture();
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const Texture* get_block_status_array() const;
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const Texture* get_texture_array() const;
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const Texture* get_cross_plane_array() const;
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const Texture* get_ui_array() const;
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const Texture* get_pbr_texture() const;
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const std::vector<std::unique_ptr<Texture>>& item_textures() const;
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const Texture* get_skin() const;
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// Must call after MapTable::init_map() and glfwMakeContextCurrent(window);
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void init_texture();
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void need_reload();
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void update();
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int max_aniso() const;
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};
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} // namespace Cubed
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