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Optional reconnect functionality

Enable the server to request the client to reconnect.

This can be done with the now extended minetest.request_shutdown([reason], [reconnect]) setting.
This commit is contained in:
est31 2015-07-17 16:40:41 +02:00
parent 1e0e85f82e
commit 3b50b2766a
25 changed files with 232 additions and 109 deletions

View file

@ -21,15 +21,21 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "cpp_api/s_internal.h"
#include "common/c_converter.h"
void ScriptApiMainMenu::setMainMenuErrorMessage(std::string errormessage)
void ScriptApiMainMenu::setMainMenuData(MainMenuDataForScript *data)
{
SCRIPTAPI_PRECHECKHEADER
lua_getglobal(L, "gamedata");
int gamedata_idx = lua_gettop(L);
lua_pushstring(L, "errormessage");
lua_pushstring(L, errormessage.c_str());
if (!data->errormessage.empty()) {
lua_pushstring(L, data->errormessage.c_str());
} else {
lua_pushnil(L);
}
lua_settable(L, gamedata_idx);
setboolfield(L, gamedata_idx, "reconnect_requested",
data->reconnect_requested);
lua_pop(L, 1);
}

View file

@ -22,16 +22,15 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "cpp_api/s_base.h"
#include "util/string.h"
#include "../guiMainMenu.h"
class ScriptApiMainMenu
: virtual public ScriptApiBase
{
class ScriptApiMainMenu : virtual public ScriptApiBase {
public:
/**
* set gamedata.errormessage to inform lua of an error
* @param errormessage the error message
* Hand over MainMenuDataForScript to lua to inform lua of the content
* @param data the data
*/
void setMainMenuErrorMessage(std::string errormessage);
void setMainMenuData(MainMenuDataForScript *data);
/**
* process events received from formspec