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Implement mod communication channels (#6351)
Implement network communication for channels * Implement ModChannel manager server side to route incoming messages from clients to other clients * Add signal handler switch on client & ModChannelMgr on client to handle channels * Add Lua API bindings + client packet sending + unittests * Implement server message sending * Add callback from received message handler to Lua API using registration method
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37 changed files with 1206 additions and 39 deletions
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@ -683,6 +683,12 @@ Call these functions only at load time!
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* Called when the local player uses an item.
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* Newest functions are called first.
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* If any function returns true, the item use is not sent to server.
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* `minetest.register_on_modchannel_message(func(channel_name, sender, message))`
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* Called when an incoming mod channel message is received
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* You must have joined some channels before, and server must acknowledge the
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join request.
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* If message comes from a server mod, `sender` field is an empty string.
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### Sounds
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* `minetest.sound_play(spec, parameters)`: returns a handle
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* `spec` is a `SimpleSoundSpec`
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@ -754,6 +760,16 @@ Call these functions only at load time!
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* returns reference to mod private `StorageRef`
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* must be called during mod load time
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### Mod channels
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* `minetest.mod_channel_join(channel_name)`
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* Client joins channel `channel_name`, and creates it, if necessary. You
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should listen from incoming messages with `minetest.register_on_modchannel_message`
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call to receive incoming messages. Warning, this function is asynchronous.
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* You should use a minetest.register_on_connect(function() ... end) to perform
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a successful channel join on client startup.
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### Misc.
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* `minetest.parse_json(string[, nullvalue])`: returns something
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* Convert a string containing JSON data into the Lua equivalent
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@ -827,9 +843,25 @@ Call these functions only at load time!
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Class reference
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---------------
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### ModChannel
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An interface to use mod channels on client and server
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#### Methods
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* `leave()`: leave the mod channel.
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* Client leaves channel `channel_name`.
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* No more incoming or outgoing messages can be sent to this channel from client mods.
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* This invalidate all future object usage
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* Ensure your set mod_channel to nil after that to free Lua resources
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* `is_writeable()`: returns true if channel is writeable and mod can send over it.
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* `send_all(message)`: Send `message` though the mod channel.
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* If mod channel is not writeable or invalid, message will be dropped.
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* Message size is limited to 65535 characters by protocol.
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### Minimap
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An interface to manipulate minimap on client UI
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#### Methods
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* `show()`: shows the minimap (if not disabled by server)
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* `hide()`: hides the minimap
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* `set_pos(pos)`: sets the minimap position on screen
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