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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
10
src/server.h
10
src/server.h
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@ -53,7 +53,7 @@ class PlayerSAO;
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class IRollbackManager;
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struct RollbackAction;
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class EmergeManager;
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class GameScripting;
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class ServerScripting;
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class ServerEnvironment;
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struct SimpleSoundSpec;
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class ServerThread;
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@ -274,7 +274,7 @@ public:
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Inventory* createDetachedInventory(const std::string &name, const std::string &player="");
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// Envlock and conlock should be locked when using scriptapi
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GameScripting *getScriptIface(){ return m_script; }
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ServerScripting *getScriptIface(){ return m_script; }
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// actions: time-reversed list
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// Return value: success/failure
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@ -295,8 +295,8 @@ public:
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IWritableNodeDefManager* getWritableNodeDefManager();
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IWritableCraftDefManager* getWritableCraftDefManager();
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const std::vector<ModSpec> &getMods() const { return m_mods; }
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const ModSpec* getModSpec(const std::string &modname) const;
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virtual const std::vector<ModSpec> &getMods() const { return m_mods; }
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virtual const ModSpec* getModSpec(const std::string &modname) const;
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void getModNames(std::vector<std::string> &modlist);
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std::string getBuiltinLuaPath();
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inline const std::string &getWorldPath() const { return m_path_world; }
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@ -540,7 +540,7 @@ private:
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// Scripting
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// Envlock and conlock should be locked when using Lua
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GameScripting *m_script;
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ServerScripting *m_script;
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// Item definition manager
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IWritableItemDefManager *m_itemdef;
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