minetest/src/script/cpp_api/s_base.h
Loic Blot 2efae3ffd7 [CSM] Client side modding
* 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
2017-03-13 23:56:05 +01:00

139 lines
3.6 KiB
C++

/*
Minetest
Copyright (C) 2013 celeron55, Perttu Ahola <celeron55@gmail.com>
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License as published by
the Free Software Foundation; either version 2.1 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/
#ifndef S_BASE_H_
#define S_BASE_H_
#include <iostream>
#include <string>
extern "C" {
#include <lua.h>
}
#include "irrlichttypes.h"
#include "threads.h"
#include "threading/mutex.h"
#include "threading/mutex_auto_lock.h"
#include "common/c_types.h"
#include "common/c_internal.h"
#define SCRIPTAPI_LOCK_DEBUG
#define SCRIPTAPI_DEBUG
// MUST be an invalid mod name so that mods can't
// use that name to bypass security!
#define BUILTIN_MOD_NAME "*builtin*"
#define PCALL_RES(RES) do { \
int result_ = (RES); \
if (result_ != 0) { \
scriptError(result_, __FUNCTION__); \
} \
} while (0)
#define runCallbacks(nargs, mode) \
runCallbacksRaw((nargs), (mode), __FUNCTION__)
#define setOriginFromTable(index) \
setOriginFromTableRaw(index, __FUNCTION__)
class Server;
#ifndef SERVER
class Client;
#endif
class IGameDef;
class Environment;
class GUIEngine;
class ServerActiveObject;
class ScriptApiBase {
public:
ScriptApiBase();
virtual ~ScriptApiBase();
// These throw a ModError on failure
void loadMod(const std::string &script_path, const std::string &mod_name);
void loadScript(const std::string &script_path);
void runCallbacksRaw(int nargs,
RunCallbacksMode mode, const char *fxn);
/* object */
void addObjectReference(ServerActiveObject *cobj);
void removeObjectReference(ServerActiveObject *cobj);
IGameDef *getGameDef() { return m_gamedef; }
Server* getServer();
#ifndef SERVER
Client* getClient();
#endif
std::string getOrigin() { return m_last_run_mod; }
void setOriginDirect(const char *origin);
void setOriginFromTableRaw(int index, const char *fxn);
protected:
friend class LuaABM;
friend class LuaLBM;
friend class InvRef;
friend class ObjectRef;
friend class NodeMetaRef;
friend class ModApiBase;
friend class ModApiEnvMod;
friend class LuaVoxelManip;
lua_State* getStack()
{ return m_luastack; }
void realityCheck();
void scriptError(int result, const char *fxn);
void stackDump(std::ostream &o);
void setGameDef(IGameDef* gamedef) { m_gamedef = gamedef; }
Environment* getEnv() { return m_environment; }
void setEnv(Environment* env) { m_environment = env; }
GUIEngine* getGuiEngine() { return m_guiengine; }
void setGuiEngine(GUIEngine* guiengine) { m_guiengine = guiengine; }
void objectrefGetOrCreate(lua_State *L, ServerActiveObject *cobj);
void objectrefGet(lua_State *L, u16 id);
RecursiveMutex m_luastackmutex;
std::string m_last_run_mod;
bool m_secure;
#ifdef SCRIPTAPI_LOCK_DEBUG
int m_lock_recursion_count;
threadid_t m_owning_thread;
#endif
private:
static int luaPanic(lua_State *L);
lua_State* m_luastack;
IGameDef* m_gamedef;
Environment* m_environment;
GUIEngine* m_guiengine;
};
#endif /* S_BASE_H_ */