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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

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