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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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@ -33,7 +33,7 @@ class ServerEnvironment;
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class ActiveBlockModifier;
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class ServerActiveObject;
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class Server;
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class GameScripting;
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class ServerScripting;
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/*
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{Active, Loading} block modifier interface.
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@ -194,7 +194,7 @@ typedef UNORDERED_MAP<u16, ServerActiveObject *> ActiveObjectMap;
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class ServerEnvironment : public Environment
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{
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public:
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ServerEnvironment(ServerMap *map, GameScripting *scriptIface,
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ServerEnvironment(ServerMap *map, ServerScripting *scriptIface,
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Server *server, const std::string &path_world);
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~ServerEnvironment();
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@ -203,7 +203,7 @@ public:
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ServerMap & getServerMap();
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//TODO find way to remove this fct!
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GameScripting* getScriptIface()
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ServerScripting* getScriptIface()
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{ return m_script; }
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Server *getGameDef()
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@ -381,7 +381,7 @@ private:
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// The map
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ServerMap *m_map;
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// Lua state
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GameScripting* m_script;
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ServerScripting* m_script;
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// Server definition
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Server *m_server;
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// World path
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