forked from Mirrorlandia_minetest/minetest
Refactor some Lua API functions in preparation for async env
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e6385e2ab7
commit
56a558baf8
@ -63,6 +63,8 @@ public:
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virtual IRollbackManager* getRollbackManager() { return NULL; }
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// Shorthands
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// TODO: these should be made const-safe so that a const IGameDef* is
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// actually usable
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IItemDefManager *idef() { return getItemDefManager(); }
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const NodeDefManager *ndef() { return getNodeDefManager(); }
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ICraftDefManager *cdef() { return getCraftDefManager(); }
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@ -1371,7 +1371,7 @@ void push_inventory_lists(lua_State *L, const Inventory &inv)
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/******************************************************************************/
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void read_inventory_list(lua_State *L, int tableindex,
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Inventory *inv, const char *name, Server* srv, int forcesize)
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Inventory *inv, const char *name, IGameDef *gdef, int forcesize)
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{
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if(tableindex < 0)
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tableindex = lua_gettop(L) + 1 + tableindex;
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@ -1383,7 +1383,7 @@ void read_inventory_list(lua_State *L, int tableindex,
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}
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// Get Lua-specified items to insert into the list
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std::vector<ItemStack> items = read_items(L, tableindex,srv);
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std::vector<ItemStack> items = read_items(L, tableindex, gdef);
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size_t listsize = (forcesize >= 0) ? forcesize : items.size();
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// Create or resize/clear list
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@ -1635,7 +1635,7 @@ void push_items(lua_State *L, const std::vector<ItemStack> &items)
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}
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/******************************************************************************/
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std::vector<ItemStack> read_items(lua_State *L, int index, Server *srv)
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std::vector<ItemStack> read_items(lua_State *L, int index, IGameDef *gdef)
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{
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if(index < 0)
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index = lua_gettop(L) + 1 + index;
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@ -1651,7 +1651,7 @@ std::vector<ItemStack> read_items(lua_State *L, int index, Server *srv)
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if (items.size() < (u32) key) {
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items.resize(key);
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}
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items[key - 1] = read_item(L, -1, srv->idef());
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items[key - 1] = read_item(L, -1, gdef->idef());
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lua_pop(L, 1);
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}
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return items;
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@ -59,7 +59,7 @@ class InventoryList;
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struct NodeBox;
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struct ContentFeatures;
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struct TileDef;
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class Server;
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class IGameDef;
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struct DigParams;
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struct HitParams;
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struct EnumString;
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@ -126,7 +126,7 @@ void push_inventory_lists (lua_State *L,
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const Inventory &inv);
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void read_inventory_list (lua_State *L, int tableindex,
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Inventory *inv, const char *name,
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Server *srv, int forcesize=-1);
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IGameDef *gdef, int forcesize=-1);
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MapNode readnode (lua_State *L, int index,
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const NodeDefManager *ndef);
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@ -166,7 +166,7 @@ void push_items (lua_State *L,
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std::vector<ItemStack> read_items (lua_State *L,
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int index,
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Server* srv);
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IGameDef* gdef);
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void push_soundspec (lua_State *L,
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const SimpleSoundSpec &spec);
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@ -371,8 +371,9 @@ int ModApiCraft::l_clear_craft(lua_State *L)
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int ModApiCraft::l_get_craft_result(lua_State *L)
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{
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NO_MAP_LOCK_REQUIRED;
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IGameDef *gdef = getGameDef(L);
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int input_i = 1;
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const int input_i = 1;
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std::string method_s = getstringfield_default(L, input_i, "method", "normal");
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enum CraftMethod method = (CraftMethod)getenumfield(L, input_i, "method",
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es_CraftMethod, CRAFT_METHOD_NORMAL);
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@ -382,10 +383,9 @@ int ModApiCraft::l_get_craft_result(lua_State *L)
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width = luaL_checkinteger(L, -1);
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lua_pop(L, 1);
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lua_getfield(L, input_i, "items");
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std::vector<ItemStack> items = read_items(L, -1,getServer(L));
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std::vector<ItemStack> items = read_items(L, -1, gdef);
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lua_pop(L, 1); // items
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IGameDef *gdef = getServer(L);
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ICraftDefManager *cdef = gdef->cdef();
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CraftInput input(method, width, items);
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CraftOutput output;
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@ -465,13 +465,13 @@ static void push_craft_recipes(lua_State *L, IGameDef *gdef,
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const std::vector<CraftDefinition*> &recipes,
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const CraftOutput &output)
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{
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lua_createtable(L, recipes.size(), 0);
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if (recipes.empty()) {
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lua_pushnil(L);
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return;
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}
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lua_createtable(L, recipes.size(), 0);
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std::vector<CraftDefinition*>::const_iterator it = recipes.begin();
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for (unsigned i = 0; it != recipes.end(); ++it) {
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lua_newtable(L);
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@ -487,10 +487,9 @@ int ModApiCraft::l_get_craft_recipe(lua_State *L)
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NO_MAP_LOCK_REQUIRED;
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std::string item = luaL_checkstring(L, 1);
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Server *server = getServer(L);
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IGameDef *gdef = getGameDef(L);
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CraftOutput output(item, 0);
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std::vector<CraftDefinition*> recipes = server->cdef()
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->getCraftRecipes(output, server, 1);
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auto recipes = gdef->cdef()->getCraftRecipes(output, gdef, 1);
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lua_createtable(L, 1, 0);
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@ -500,7 +499,7 @@ int ModApiCraft::l_get_craft_recipe(lua_State *L)
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setintfield(L, -1, "width", 0);
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return 1;
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}
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push_craft_recipe(L, server, recipes[0], output);
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push_craft_recipe(L, gdef, recipes[0], output);
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return 1;
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}
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@ -510,12 +509,11 @@ int ModApiCraft::l_get_all_craft_recipes(lua_State *L)
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NO_MAP_LOCK_REQUIRED;
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std::string item = luaL_checkstring(L, 1);
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Server *server = getServer(L);
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IGameDef *gdef = getGameDef(L);
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CraftOutput output(item, 0);
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std::vector<CraftDefinition*> recipes = server->cdef()
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->getCraftRecipes(output, server);
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auto recipes = gdef->cdef()->getCraftRecipes(output, gdef);
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push_craft_recipes(L, server, recipes, output);
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push_craft_recipes(L, gdef, recipes, output);
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return 1;
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}
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@ -632,8 +632,8 @@ int ModApiItemMod::l_get_content_id(lua_State *L)
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NO_MAP_LOCK_REQUIRED;
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std::string name = luaL_checkstring(L, 1);
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const IItemDefManager *idef = getGameDef(L)->getItemDefManager();
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const NodeDefManager *ndef = getGameDef(L)->getNodeDefManager();
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const IItemDefManager *idef = getGameDef(L)->idef();
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const NodeDefManager *ndef = getGameDef(L)->ndef();
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// If this is called at mod load time, NodeDefManager isn't aware of
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// aliases yet, so we need to handle them manually
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@ -658,7 +658,7 @@ int ModApiItemMod::l_get_name_from_content_id(lua_State *L)
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NO_MAP_LOCK_REQUIRED;
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content_t c = luaL_checkint(L, 1);
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const NodeDefManager *ndef = getGameDef(L)->getNodeDefManager();
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const NodeDefManager *ndef = getGameDef(L)->ndef();
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const char *name = ndef->get(c).name.c_str();
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lua_pushstring(L, name);
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@ -61,11 +61,8 @@ int ModApiServer::l_get_server_uptime(lua_State *L)
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int ModApiServer::l_get_server_max_lag(lua_State *L)
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{
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NO_MAP_LOCK_REQUIRED;
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ServerEnvironment *s_env = dynamic_cast<ServerEnvironment *>(getEnv(L));
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if (!s_env)
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lua_pushnil(L);
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else
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lua_pushnumber(L, s_env->getMaxLagEstimate());
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GET_ENV_PTR;
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lua_pushnumber(L, env->getMaxLagEstimate());
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return 1;
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}
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@ -395,12 +392,11 @@ int ModApiServer::l_get_modpath(lua_State *L)
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{
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NO_MAP_LOCK_REQUIRED;
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std::string modname = luaL_checkstring(L, 1);
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const ModSpec *mod = getServer(L)->getModSpec(modname);
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if (!mod) {
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const ModSpec *mod = getGameDef(L)->getModSpec(modname);
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if (!mod)
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lua_pushnil(L);
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return 1;
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}
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lua_pushstring(L, mod->path.c_str());
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else
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lua_pushstring(L, mod->path.c_str());
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return 1;
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}
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@ -412,13 +408,14 @@ int ModApiServer::l_get_modnames(lua_State *L)
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// Get a list of mods
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std::vector<std::string> modlist;
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getServer(L)->getModNames(modlist);
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for (auto &it : getGameDef(L)->getMods())
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modlist.emplace_back(it.name);
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std::sort(modlist.begin(), modlist.end());
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// Package them up for Lua
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lua_createtable(L, modlist.size(), 0);
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std::vector<std::string>::iterator iter = modlist.begin();
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auto iter = modlist.begin();
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for (u16 i = 0; iter != modlist.end(); ++iter) {
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lua_pushstring(L, iter->c_str());
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lua_rawseti(L, -2, ++i);
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@ -430,8 +427,8 @@ int ModApiServer::l_get_modnames(lua_State *L)
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int ModApiServer::l_get_worldpath(lua_State *L)
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{
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NO_MAP_LOCK_REQUIRED;
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std::string worldpath = getServer(L)->getWorldPath();
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lua_pushstring(L, worldpath.c_str());
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const Server *srv = getServer(L);
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lua_pushstring(L, srv->getWorldPath().c_str());
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return 1;
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}
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@ -513,7 +510,8 @@ int ModApiServer::l_dynamic_add_media(lua_State *L)
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int ModApiServer::l_is_singleplayer(lua_State *L)
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{
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NO_MAP_LOCK_REQUIRED;
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lua_pushboolean(L, getServer(L)->isSingleplayer());
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const Server *srv = getServer(L);
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lua_pushboolean(L, srv->isSingleplayer());
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return 1;
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}
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@ -3658,11 +3658,6 @@ const ModSpec *Server::getModSpec(const std::string &modname) const
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return m_modmgr->getModSpec(modname);
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}
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void Server::getModNames(std::vector<std::string> &modlist)
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{
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m_modmgr->getModNames(modlist);
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}
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std::string Server::getBuiltinLuaPath()
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{
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return porting::path_share + DIR_DELIM + "builtin";
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@ -292,11 +292,10 @@ public:
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virtual const std::vector<ModSpec> &getMods() const;
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virtual const ModSpec* getModSpec(const std::string &modname) const;
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void getModNames(std::vector<std::string> &modlist);
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std::string getBuiltinLuaPath();
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virtual std::string getWorldPath() const { return m_path_world; }
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inline bool isSingleplayer()
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inline bool isSingleplayer() const
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{ return m_simple_singleplayer_mode; }
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inline void setAsyncFatalError(const std::string &error)
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