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https://github.com/minetest/minetest.git
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6f1c907204
Implement network communication for channels * Implement ModChannel manager server side to route incoming messages from clients to other clients * Add signal handler switch on client & ModChannelMgr on client to handle channels * Add Lua API bindings + client packet sending + unittests * Implement server message sending * Add callback from received message handler to Lua API using registration method
56 lines
1.7 KiB
C++
56 lines
1.7 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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#pragma once
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#include "cpp_api/s_base.h"
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#include "cpp_api/s_entity.h"
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#include "cpp_api/s_env.h"
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#include "cpp_api/s_inventory.h"
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#include "cpp_api/s_modchannels.h"
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#include "cpp_api/s_node.h"
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#include "cpp_api/s_player.h"
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#include "cpp_api/s_server.h"
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#include "cpp_api/s_security.h"
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/*****************************************************************************/
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/* Scripting <-> Server Game Interface */
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/*****************************************************************************/
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class ServerScripting:
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virtual public ScriptApiBase,
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public ScriptApiDetached,
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public ScriptApiEntity,
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public ScriptApiEnv,
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public ScriptApiModChannels,
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public ScriptApiNode,
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public ScriptApiPlayer,
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public ScriptApiServer,
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public ScriptApiSecurity
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{
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public:
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ServerScripting(Server* server);
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// use ScriptApiBase::loadMod() to load mods
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private:
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void InitializeModApi(lua_State *L, int top);
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};
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void log_deprecated(const std::string &message);
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