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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
This commit is contained in:
Loic Blot 2017-01-21 15:02:08 +01:00 committed by Loïc Blot
parent c9492b4d37
commit 2efae3ffd7
37 changed files with 488 additions and 64 deletions

View file

@ -32,28 +32,20 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "client.h"
#include "network/clientopcodes.h"
#include "filesys.h"
#include "porting.h"
#include "mapblock_mesh.h"
#include "mapblock.h"
#include "minimap.h"
#include "settings.h"
#include "mods.h"
#include "profiler.h"
#include "gettext.h"
#include "log.h"
#include "nodemetadata.h"
#include "itemdef.h"
#include "shader.h"
#include "clientmap.h"
#include "clientmedia.h"
#include "sound.h"
#include "IMeshCache.h"
#include "config.h"
#include "version.h"
#include "drawscene.h"
#include "database-sqlite3.h"
#include "serialization.h"
#include "guiscalingfilter.h"
#include "raycast.h"
#include "script/clientscripting.h"
extern gui::IGUIEnvironment* guienv;
@ -269,10 +261,36 @@ Client::Client(
m_cache_use_tangent_vertices = m_cache_enable_shaders && (
g_settings->getBool("enable_bumpmapping") ||
g_settings->getBool("enable_parallax_occlusion"));
m_script = new ClientScripting(this);
}
void Client::initMods()
{
std::string script_path = getBuiltinLuaPath() + DIR_DELIM "init.lua";
m_script->loadMod(script_path, BUILTIN_MOD_NAME);
}
const std::string Client::getBuiltinLuaPath()
{
return porting::path_share + DIR_DELIM + "builtin";
}
const std::vector<ModSpec>& Client::getMods() const
{
static std::vector<ModSpec> client_modspec_temp;
return client_modspec_temp;
}
const ModSpec* Client::getModSpec(const std::string &modname) const
{
return NULL;
}
void Client::Stop()
{
m_script->on_shutdown();
//request all client managed threads to stop
m_mesh_update_thread.stop();
// Save local server map
@ -280,6 +298,8 @@ void Client::Stop()
infostream << "Local map saving ended." << std::endl;
m_localdb->endSave();
}
delete m_script;
}
bool Client::isShutdown()
@ -1553,6 +1573,11 @@ void Client::typeChatMessage(const std::wstring &message)
if(message == L"")
return;
// If message was ate by script API, don't send it to server
if (m_script->on_sending_message(wide_to_utf8(message))) {
return;
}
// Send to others
sendChatMessage(message);