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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

@ -30,6 +30,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "server.h"
#include "util/strfnd.h"
#include "network/clientopcodes.h"
#include "script/clientscripting.h"
#include "util/serialize.h"
#include "util/srp.h"
#include "tileanimation.h"
@ -411,7 +412,10 @@ void Client::handleCommand_ChatMessage(NetworkPacket* pkt)
message += (wchar_t)read_wchar;
}
m_chat_queue.push(message);
// If chat message not consummed by client lua API
if (!m_script->on_receiving_message(wide_to_utf8(message))) {
m_chat_queue.push(message);
}
}
void Client::handleCommand_ActiveObjectRemoveAdd(NetworkPacket* pkt)