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Revise dynamic_add_media API to better accomodate future changes
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@ -266,3 +266,26 @@ end
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function core.cancel_shutdown_requests()
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core.request_shutdown("", false, -1)
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end
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-- Callback handling for dynamic_add_media
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local dynamic_add_media_raw = core.dynamic_add_media_raw
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core.dynamic_add_media_raw = nil
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function core.dynamic_add_media(filepath, callback)
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local ret = dynamic_add_media_raw(filepath)
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if ret == false then
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return ret
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end
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if callback == nil then
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core.log("deprecated", "Calling minetest.dynamic_add_media without "..
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"a callback is deprecated and will stop working in future versions.")
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else
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-- At the moment async loading is not actually implemented, so we
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-- immediately call the callback ourselves
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for _, name in ipairs(ret) do
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callback(name)
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end
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end
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return true
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end
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@ -5446,20 +5446,22 @@ Server
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* Returns a code (0: successful, 1: no such player, 2: player is connected)
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* `minetest.remove_player_auth(name)`: remove player authentication data
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* Returns boolean indicating success (false if player nonexistant)
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* `minetest.dynamic_add_media(filepath)`
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* Adds the file at the given path to the media sent to clients by the server
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on startup and also pushes this file to already connected clients.
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* `minetest.dynamic_add_media(filepath, callback)`
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* `filepath`: path to a media file on the filesystem
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* `callback`: function with arguments `name`, where name is a player name
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(previously there was no callback argument; omitting it is deprecated)
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* Adds the file to the media sent to clients by the server on startup
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and also pushes this file to already connected clients.
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The file must be a supported image, sound or model format. It must not be
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modified, deleted, moved or renamed after calling this function.
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The list of dynamically added media is not persisted.
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* Returns boolean indicating success (duplicate files count as error)
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* The media will be ready to use (in e.g. entity textures, sound_play)
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immediately after calling this function.
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* Returns false on error, true if the request was accepted
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* The given callback will be called for every player as soon as the
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media is available on the client.
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Old clients that lack support for this feature will not see the media
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unless they reconnect to the server.
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* Since media transferred this way does not use client caching or HTTP
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transfers, dynamic media should not be used with big files or performance
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will suffer.
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unless they reconnect to the server. (callback won't be called)
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* Since media transferred this way currently does not use client caching
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or HTTP transfers, dynamic media should not be used with big files.
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Bans
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----
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@ -452,19 +452,30 @@ int ModApiServer::l_sound_fade(lua_State *L)
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}
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// dynamic_add_media(filepath)
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int ModApiServer::l_dynamic_add_media(lua_State *L)
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int ModApiServer::l_dynamic_add_media_raw(lua_State *L)
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{
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NO_MAP_LOCK_REQUIRED;
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// Reject adding media before the server has started up
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if (!getEnv(L))
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throw LuaError("Dynamic media cannot be added before server has started up");
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std::string filepath = readParam<std::string>(L, 1);
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CHECK_SECURE_PATH(L, filepath.c_str(), false);
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bool ok = getServer(L)->dynamicAddMedia(filepath);
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lua_pushboolean(L, ok);
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std::vector<RemotePlayer*> sent_to;
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bool ok = getServer(L)->dynamicAddMedia(filepath, sent_to);
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if (ok) {
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// (see wrapper code in builtin)
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lua_createtable(L, sent_to.size(), 0);
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int i = 0;
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for (RemotePlayer *player : sent_to) {
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lua_pushstring(L, player->getName());
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lua_rawseti(L, -2, ++i);
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}
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} else {
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lua_pushboolean(L, false);
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}
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return 1;
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}
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@ -532,7 +543,7 @@ void ModApiServer::Initialize(lua_State *L, int top)
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API_FCT(sound_play);
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API_FCT(sound_stop);
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API_FCT(sound_fade);
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API_FCT(dynamic_add_media);
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API_FCT(dynamic_add_media_raw);
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API_FCT(get_player_information);
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API_FCT(get_player_privs);
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@ -71,7 +71,7 @@ private:
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static int l_sound_fade(lua_State *L);
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// dynamic_add_media(filepath)
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static int l_dynamic_add_media(lua_State *L);
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static int l_dynamic_add_media_raw(lua_State *L);
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// get_player_privs(name, text)
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static int l_get_player_privs(lua_State *L);
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@ -3465,7 +3465,8 @@ void Server::deleteParticleSpawner(const std::string &playername, u32 id)
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SendDeleteParticleSpawner(peer_id, id);
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}
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bool Server::dynamicAddMedia(const std::string &filepath)
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bool Server::dynamicAddMedia(const std::string &filepath,
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std::vector<RemotePlayer*> &sent_to)
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{
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std::string filename = fs::GetFilenameFromPath(filepath.c_str());
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if (m_media.find(filename) != m_media.end()) {
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@ -3485,9 +3486,17 @@ bool Server::dynamicAddMedia(const std::string &filepath)
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pkt << raw_hash << filename << (bool) true;
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pkt.putLongString(filedata);
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auto client_ids = m_clients.getClientIDs(CS_DefinitionsSent);
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for (session_t client_id : client_ids) {
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m_clients.lock();
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for (auto &pair : m_clients.getClientList()) {
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if (pair.second->getState() < CS_DefinitionsSent)
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continue;
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if (pair.second->net_proto_version < 39)
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continue;
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if (auto player = m_env->getPlayer(pair.second->peer_id))
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sent_to.emplace_back(player);
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/*
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FIXME: this is a very awful hack
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The network layer only guarantees ordered delivery inside a channel.
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Since the very next packet could be one that uses the media, we have
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to push the media over ALL channels to ensure it is processed before
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@ -3496,9 +3505,10 @@ bool Server::dynamicAddMedia(const std::string &filepath)
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- channel 1 (HUD)
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- channel 0 (everything else: e.g. play_sound, object messages)
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*/
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m_clients.send(client_id, 1, &pkt, true);
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m_clients.send(client_id, 0, &pkt, true);
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m_clients.send(pair.second->peer_id, 1, &pkt, true);
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m_clients.send(pair.second->peer_id, 0, &pkt, true);
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}
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m_clients.unlock();
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return true;
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}
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@ -257,7 +257,7 @@ public:
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void deleteParticleSpawner(const std::string &playername, u32 id);
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bool dynamicAddMedia(const std::string &filepath);
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bool dynamicAddMedia(const std::string &filepath, std::vector<RemotePlayer*> &sent_to);
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ServerInventoryManager *getInventoryMgr() const { return m_inventory_mgr.get(); }
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void sendDetachedInventory(Inventory *inventory, const std::string &name, session_t peer_id);
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