forked from Mirrorlandia_minetest/minetest
2efae3ffd7
* rename GameScripting to ServerScripting * Make getBuiltinLuaPath static serverside * Add on_shutdown callback * Add on_receiving_chat_message & on_sending_chat_message callbacks * ScriptApiBase: use IGameDef instead of Server This permits to share common attribute between client & server * Enable mod security in client side modding without conditions
120 lines
3.2 KiB
C++
120 lines
3.2 KiB
C++
/*
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Minetest
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Copyright (C) 2013 celeron55, Perttu Ahola <celeron55@gmail.com>
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU Lesser General Public License as published by
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the Free Software Foundation; either version 2.1 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public License along
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with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
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*/
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#include "serverscripting.h"
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#include "server.h"
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#include "log.h"
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#include "settings.h"
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#include "cpp_api/s_internal.h"
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#include "lua_api/l_areastore.h"
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#include "lua_api/l_base.h"
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#include "lua_api/l_craft.h"
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#include "lua_api/l_env.h"
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#include "lua_api/l_inventory.h"
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#include "lua_api/l_item.h"
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#include "lua_api/l_itemstackmeta.h"
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#include "lua_api/l_mapgen.h"
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#include "lua_api/l_nodemeta.h"
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#include "lua_api/l_nodetimer.h"
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#include "lua_api/l_noise.h"
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#include "lua_api/l_object.h"
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#include "lua_api/l_particles.h"
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#include "lua_api/l_rollback.h"
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#include "lua_api/l_server.h"
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#include "lua_api/l_util.h"
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#include "lua_api/l_vmanip.h"
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#include "lua_api/l_settings.h"
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#include "lua_api/l_http.h"
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#include "lua_api/l_storage.h"
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extern "C" {
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#include "lualib.h"
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}
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ServerScripting::ServerScripting(Server* server)
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{
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setGameDef(server);
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// setEnv(env) is called by ScriptApiEnv::initializeEnvironment()
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// once the environment has been created
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SCRIPTAPI_PRECHECKHEADER
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if (g_settings->getBool("secure.enable_security")) {
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initializeSecurity();
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}
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lua_getglobal(L, "core");
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int top = lua_gettop(L);
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lua_newtable(L);
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lua_setfield(L, -2, "object_refs");
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lua_newtable(L);
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lua_setfield(L, -2, "luaentities");
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// Initialize our lua_api modules
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InitializeModApi(L, top);
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lua_pop(L, 1);
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// Push builtin initialization type
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lua_pushstring(L, "game");
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lua_setglobal(L, "INIT");
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infostream << "SCRIPTAPI: Initialized game modules" << std::endl;
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}
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void ServerScripting::InitializeModApi(lua_State *L, int top)
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{
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// Initialize mod api modules
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ModApiCraft::Initialize(L, top);
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ModApiEnvMod::Initialize(L, top);
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ModApiInventory::Initialize(L, top);
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ModApiItemMod::Initialize(L, top);
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ModApiMapgen::Initialize(L, top);
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ModApiParticles::Initialize(L, top);
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ModApiRollback::Initialize(L, top);
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ModApiServer::Initialize(L, top);
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ModApiUtil::Initialize(L, top);
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ModApiHttp::Initialize(L, top);
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ModApiStorage::Initialize(L, top);
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// Register reference classes (userdata)
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InvRef::Register(L);
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ItemStackMetaRef::Register(L);
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LuaAreaStore::Register(L);
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LuaItemStack::Register(L);
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LuaPerlinNoise::Register(L);
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LuaPerlinNoiseMap::Register(L);
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LuaPseudoRandom::Register(L);
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LuaPcgRandom::Register(L);
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LuaSecureRandom::Register(L);
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LuaVoxelManip::Register(L);
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NodeMetaRef::Register(L);
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NodeTimerRef::Register(L);
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ObjectRef::Register(L);
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LuaSettings::Register(L);
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StorageRef::Register(L);
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}
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void log_deprecated(const std::string &message)
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{
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log_deprecated(NULL, message);
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}
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