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[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
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37 changed files with 488 additions and 64 deletions
62
builtin/client/register.lua
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62
builtin/client/register.lua
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core.callback_origins = {}
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function core.run_callbacks(callbacks, mode, ...)
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assert(type(callbacks) == "table")
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local cb_len = #callbacks
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if cb_len == 0 then
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if mode == 2 or mode == 3 then
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return true
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elseif mode == 4 or mode == 5 then
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return false
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end
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end
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local ret
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for i = 1, cb_len do
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local cb_ret = callbacks[i](...)
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if mode == 0 and i == 1 or mode == 1 and i == cb_len then
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ret = cb_ret
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elseif mode == 2 then
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if not cb_ret or i == 1 then
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ret = cb_ret
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end
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elseif mode == 3 then
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if cb_ret then
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return cb_ret
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end
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ret = cb_ret
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elseif mode == 4 then
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if (cb_ret and not ret) or i == 1 then
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ret = cb_ret
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end
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elseif mode == 5 and cb_ret then
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return cb_ret
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end
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end
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return ret
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end
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--
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-- Callback registration
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--
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local function make_registration()
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local t = {}
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local registerfunc = function(func)
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t[#t + 1] = func
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core.callback_origins[func] = {
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mod = core.get_current_modname() or "??",
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name = debug.getinfo(1, "n").name or "??"
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}
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--local origin = core.callback_origins[func]
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--print(origin.name .. ": " .. origin.mod .. " registering cbk " .. tostring(func))
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end
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return t, registerfunc
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end
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core.registered_on_shutdown, core.register_on_shutdown = make_registration()
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core.registered_on_receiving_chat_messages, core.register_on_receiving_chat_messages = make_registration()
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core.registered_on_sending_chat_messages, core.register_on_sending_chat_messages = make_registration()
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