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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.
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parent
1e0e85f82e
commit
3b50b2766a
25 changed files with 232 additions and 109 deletions
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@ -21,15 +21,21 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include "cpp_api/s_internal.h"
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#include "common/c_converter.h"
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void ScriptApiMainMenu::setMainMenuErrorMessage(std::string errormessage)
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void ScriptApiMainMenu::setMainMenuData(MainMenuDataForScript *data)
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{
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SCRIPTAPI_PRECHECKHEADER
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lua_getglobal(L, "gamedata");
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int gamedata_idx = lua_gettop(L);
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lua_pushstring(L, "errormessage");
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lua_pushstring(L, errormessage.c_str());
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if (!data->errormessage.empty()) {
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lua_pushstring(L, data->errormessage.c_str());
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} else {
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lua_pushnil(L);
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}
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lua_settable(L, gamedata_idx);
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setboolfield(L, gamedata_idx, "reconnect_requested",
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data->reconnect_requested);
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lua_pop(L, 1);
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}
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@ -22,16 +22,15 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include "cpp_api/s_base.h"
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#include "util/string.h"
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#include "../guiMainMenu.h"
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class ScriptApiMainMenu
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: virtual public ScriptApiBase
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{
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class ScriptApiMainMenu : virtual public ScriptApiBase {
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public:
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/**
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* set gamedata.errormessage to inform lua of an error
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* @param errormessage the error message
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* Hand over MainMenuDataForScript to lua to inform lua of the content
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* @param data the data
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*/
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void setMainMenuErrorMessage(std::string errormessage);
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void setMainMenuData(MainMenuDataForScript *data);
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/**
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* process events received from formspec
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