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18:34 |
nerzhul |
Krock, hello, i fixed your points on #6884 & rebased :) |
18:34 |
ShadowBot |
https://github.com/minetest/minetest/issues/6884 -- Game refactor: reduce game.cpp size by moving objects in the right places by nerzhul |
18:39 |
Krock |
nerzhul, okay. There is no rule for how many indents there should be for each new line of a function parameter list, so I wonder why you re-formatted some of them |
18:39 |
Krock |
same for other multi-line instructions |
18:40 |
nerzhul |
Krock, oh i let clang-format doing the boring work on compatible files for me as they respect our rules :p |
18:41 |
Krock |
the changes look good, will wait for Travis to finish |
19:11 |
Krock |
nerzhul, clang, FREETYPE=0 failed |
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nerzhul |
Krock, ty i will look later :) |
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19:50 |
pgimeno |
nerzhul: about your review: I'm afraid of backwards compatibility consequences if using unordered_map instead of map. The original code used set, not unordered_set, and that order influences what gets passed to addMods. |
19:51 |
pgimeno |
If I deciphered properly the algorithm used by addMods, then I think that the only consequence would be differences in the logs, but I'm not 100% sure. |
19:52 |
pgimeno |
In particular, I'm not sure what happens when the game or the world has a conflicting mod or modpack. |
19:54 |
pgimeno |
If you've checked that and think it's safe, then I'll go ahead and change it. |
20:01 |
pgimeno |
Actually, scratch that. I was confusing it with addon_mods_in_path. |
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20:02 |
pgimeno |
The only potential consequence is that the order in which they are reported when not found may not be alphabetical. |
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