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https://github.com/minetest/minetest.git
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1
.gitignore
vendored
1
.gitignore
vendored
@ -64,6 +64,7 @@ AppDir
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/clientmods/*
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!/clientmods/preview/
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/client/mod_storage/
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/mod_data
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## Configuration/log files
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minetest.conf
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@ -5306,6 +5306,12 @@ Utilities
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* `minetest.get_worldpath()`: returns e.g. `"/home/user/.minetest/world"`
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* Useful for storing custom data
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* `minetest.get_mod_data_path()`: returns e.g. `"/home/user/.minetest/mod_data/mymod"`
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* Useful for storing custom data *independently of worlds*.
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* Must be called during mod load time.
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* Can read or write to this directory at any time.
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* It's possible that multiple Minetest instances are running at the same
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time, which may lead to corruption if you are not careful.
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* `minetest.is_singleplayer()`
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* `minetest.features`: Table containing API feature flags
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@ -75,6 +75,7 @@ public:
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virtual const ModSpec* getModSpec(const std::string &modname) const = 0;
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virtual const SubgameSpec* getGameSpec() const { return nullptr; }
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virtual std::string getWorldPath() const { return ""; }
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virtual std::string getModDataPath() const { return ""; }
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virtual ModStorageDatabase *getModStorageDatabase() = 0;
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virtual bool joinModChannel(const std::string &channel) = 0;
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@ -600,6 +600,13 @@ bool ScriptApiSecurity::checkPath(lua_State *L, const char *path,
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}
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}
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// Allow read/write access to all mod common dirs
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str = fs::AbsolutePath(gamedef->getModDataPath());
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if (!str.empty() && fs::PathStartsWith(abs_path, str)) {
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if (write_allowed) *write_allowed = true;
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return true;
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}
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str = fs::AbsolutePath(gamedef->getWorldPath());
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if (!str.empty()) {
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// Don't allow access to other paths in the world mod/game path.
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@ -29,6 +29,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include "environment.h"
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#include "remoteplayer.h"
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#include "log.h"
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#include "filesys.h"
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#include <algorithm>
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// request_shutdown()
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@ -507,6 +508,24 @@ int ModApiServer::l_get_worldpath(lua_State *L)
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return 1;
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}
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// get_mod_data_path()
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int ModApiServer::l_get_mod_data_path(lua_State *L)
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{
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NO_MAP_LOCK_REQUIRED;
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std::string modname = ScriptApiBase::getCurrentModNameInsecure(L);
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if (modname.empty())
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return 0;
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const Server *srv = getServer(L);
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std::string path = srv->getModDataPath() + DIR_DELIM + modname;
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if (!fs::CreateAllDirs(path))
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throw LuaError("Failed to create dir");
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lua_pushstring(L, path.c_str());
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return 1;
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}
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// sound_play(spec, parameters, [ephemeral])
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int ModApiServer::l_sound_play(lua_State *L)
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{
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@ -716,6 +735,7 @@ void ModApiServer::Initialize(lua_State *L, int top)
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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_mod_data_path);
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API_FCT(get_worldpath);
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API_FCT(is_singleplayer);
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@ -39,6 +39,9 @@ private:
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// get_worldpath()
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static int l_get_worldpath(lua_State *L);
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// get_mod_data_path()
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static int l_get_mod_data_path(lua_State *L);
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// is_singleplayer()
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static int l_is_singleplayer(lua_State *L);
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@ -317,6 +317,10 @@ Server::Server(
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"Number of map edit events");
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m_lag_gauge->set(g_settings->getFloat("dedicated_server_step"));
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m_path_mod_data = porting::path_user + DIR_DELIM "mod_data";
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if (!fs::CreateDir(m_path_mod_data))
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throw ServerError("Failed to create mod data dir");
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}
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Server::~Server()
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@ -306,6 +306,7 @@ public:
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virtual const SubgameSpec* getGameSpec() const { return &m_gamespec; }
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static std::string getBuiltinLuaPath();
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virtual std::string getWorldPath() const { return m_path_world; }
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virtual std::string getModDataPath() const { return m_path_mod_data; }
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inline bool isSingleplayer() const
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{ return m_simple_singleplayer_mode; }
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@ -609,6 +610,7 @@ private:
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*/
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// World directory
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std::string m_path_world;
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std::string m_path_mod_data;
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// Subgame specification
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SubgameSpec m_gamespec;
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// If true, do not allow multiple players and hide some multiplayer
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