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Add get_server_max_lag() (#11671)
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@ -5647,6 +5647,8 @@ Server
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a player joined.
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* This function may be overwritten by mods to customize the status message.
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* `minetest.get_server_uptime()`: returns the server uptime in seconds
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* `minetest.get_server_max_lag()`: returns the current maximum lag
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of the server in seconds or nil if server is not fully loaded yet
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* `minetest.remove_player(name)`: remove player from database (if they are not
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connected).
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* As auth data is not removed, minetest.player_exists will continue to
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@ -57,6 +57,17 @@ int ModApiServer::l_get_server_uptime(lua_State *L)
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return 1;
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}
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// get_server_max_lag()
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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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return 1;
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}
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// print(text)
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int ModApiServer::l_print(lua_State *L)
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@ -512,6 +523,7 @@ void ModApiServer::Initialize(lua_State *L, int top)
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API_FCT(request_shutdown);
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API_FCT(get_server_status);
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API_FCT(get_server_uptime);
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API_FCT(get_server_max_lag);
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API_FCT(get_worldpath);
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API_FCT(is_singleplayer);
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@ -33,6 +33,9 @@ private:
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// get_server_uptime()
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static int l_get_server_uptime(lua_State *L);
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// get_server_max_lag()
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static int l_get_server_max_lag(lua_State *L);
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// get_worldpath()
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static int l_get_worldpath(lua_State *L);
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