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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
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@ -38,7 +38,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include "settings.h"
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#include "profiler.h"
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#include "log.h"
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#include "scripting_game.h"
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#include "serverscripting.h"
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#include "nodedef.h"
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#include "itemdef.h"
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#include "craftdef.h"
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@ -269,7 +269,7 @@ Server::Server(
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// Initialize scripting
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infostream<<"Server: Initializing Lua"<<std::endl;
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m_script = new GameScripting(this);
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m_script = new ServerScripting(this);
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std::string script_path = getBuiltinLuaPath() + DIR_DELIM "init.lua";
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@ -3411,7 +3411,7 @@ void Server::getModNames(std::vector<std::string> &modlist)
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modlist.push_back(it->name);
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}
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std::string Server::getBuiltinLuaPath()
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const std::string Server::getBuiltinLuaPath()
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{
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return porting::path_share + DIR_DELIM + "builtin";
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}
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