The great re-#include

Was getting frustrated by the inconsistency in our include statements,
which were causing me problems. As a result, I went through and manually
re-organized every include statement in non-core files.

I'm just gonna copy my rant from Discord:
FOR HEADER FILES (.hpp):
- everything you use IN THE HEADER must be EXPLICITLY INCLUDED with the exception of things that fall under Core.hpp
- you may NOT include ANYTHING ELSE

FOR SOURCE FILES (.cpp):
- you can #include whatever you want as long as the partner header is included first
- anything that gets included by another include is fair game
- redundant includes are ok because they'll be harmless AS LONG AS our header files stay lean.

the point of this is NOT to optimize the number of includes used all around or make things more efficient necessarily. it's to improve readability & coherence and make it easier to avoid cyclical issues
This commit is contained in:
gsemaj
2022-07-16 16:19:40 -07:00
parent e4e4a421f4
commit 306a75f469
55 changed files with 200 additions and 175 deletions

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@@ -1,13 +1,15 @@
#include "servers/CNLoginServer.hpp"
#include "core/CNShared.hpp"
#include "db/Database.hpp"
#include "PlayerManager.hpp"
#include "Items.hpp"
#include <regex>
#include "bcrypt/BCrypt.hpp"
#include "PlayerManager.hpp"
#include "Items.hpp"
#include "settings.hpp"
#include <regex>
std::map<CNSocket*, CNLoginData> CNLoginServer::loginSessions;
CNLoginServer::CNLoginServer(uint16_t p) {

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@@ -1,6 +1,7 @@
#pragma once
#include "core/Core.hpp"
#include "Player.hpp"
#include <map>

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@@ -1,10 +1,12 @@
#include "servers/CNShardServer.hpp"
#include "core/Core.hpp"
#include "core/CNShared.hpp"
#include "db/Database.hpp"
#include "servers/Monitor.hpp"
#include "servers/CNShardServer.hpp"
#include "PlayerManager.hpp"
#include "MobAI.hpp"
#include "core/CNShared.hpp"
#include "settings.hpp"
#include "TableData.hpp" // for flush()

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@@ -3,6 +3,7 @@
#include "core/Core.hpp"
#include <map>
#include <list>
#define REGISTER_SHARD_PACKET(pactype, handlr) CNShardServer::ShardPackets[pactype] = handlr;
#define REGISTER_SHARD_TIMER(handlr, delta) CNShardServer::Timers.push_back(TimerEvent(handlr, delta));

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@@ -1,8 +1,10 @@
#include "servers/Monitor.hpp"
#include "servers/CNShardServer.hpp"
#include "PlayerManager.hpp"
#include "Chat.hpp"
#include "Email.hpp"
#include "servers/Monitor.hpp"
#include "settings.hpp"
#include <cstdio>

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@@ -2,9 +2,6 @@
#include "core/Core.hpp"
#include <list>
#include <mutex>
namespace Monitor {
SOCKET init();
bool acceptConnection(SOCKET, uint16_t);