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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
This commit is contained in:
Loïc Blot 2017-09-26 00:11:20 +02:00 committed by GitHub
parent 6df312a608
commit 6f1c907204
37 changed files with 1206 additions and 39 deletions

View file

@ -26,6 +26,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "map.h"
#include "mapsector.h"
#include "minimap.h"
#include "modchannels.h"
#include "nodedef.h"
#include "serialization.h"
#include "server.h"
@ -1330,3 +1331,95 @@ void Client::handleCommand_CSMFlavourLimits(NetworkPacket *pkt)
{
*pkt >> m_csm_flavour_limits >> m_csm_noderange_limit;
}
/*
* Mod channels
*/
void Client::handleCommand_ModChannelMsg(NetworkPacket *pkt)
{
std::string channel_name, sender, channel_msg;
*pkt >> channel_name >> sender >> channel_msg;
verbosestream << "Mod channel message received from server " << pkt->getPeerId()
<< " on channel " << channel_name << ". sender: `" << sender << "`, message: "
<< channel_msg << std::endl;
if (!m_modchannel_mgr->channelRegistered(channel_name)) {
verbosestream << "Server sent us messages on unregistered channel "
<< channel_name << ", ignoring." << std::endl;
return;
}
m_script->on_modchannel_message(channel_name, sender, channel_msg);
}
void Client::handleCommand_ModChannelSignal(NetworkPacket *pkt)
{
u8 signal_tmp;
ModChannelSignal signal;
std::string channel;
*pkt >> signal_tmp >> channel;
signal = (ModChannelSignal)signal_tmp;
bool valid_signal = true;
// @TODO: send Signal to Lua API
switch (signal) {
case MODCHANNEL_SIGNAL_JOIN_OK:
m_modchannel_mgr->setChannelState(channel, MODCHANNEL_STATE_READ_WRITE);
infostream << "Server ack our mod channel join on channel `" << channel
<< "`, joining." << std::endl;
break;
case MODCHANNEL_SIGNAL_JOIN_FAILURE:
// Unable to join, remove channel
m_modchannel_mgr->leaveChannel(channel, 0);
infostream << "Server refused our mod channel join on channel `" << channel
<< "`" << std::endl;
break;
case MODCHANNEL_SIGNAL_LEAVE_OK:
#ifndef NDEBUG
infostream << "Server ack our mod channel leave on channel " << channel
<< "`, leaving." << std::endl;
#endif
break;
case MODCHANNEL_SIGNAL_LEAVE_FAILURE:
infostream << "Server refused our mod channel leave on channel `" << channel
<< "`" << std::endl;
break;
case MODCHANNEL_SIGNAL_CHANNEL_NOT_REGISTERED:
#ifndef NDEBUG
// Generally unused, but ensure we don't do an implementation error
infostream << "Server tells us we sent a message on channel `" << channel
<< "` but we are not registered. Message was dropped." << std::endl;
#endif
break;
case MODCHANNEL_SIGNAL_SET_STATE: {
u8 state;
*pkt >> state;
if (state == MODCHANNEL_STATE_INIT || state >= MODCHANNEL_STATE_MAX) {
infostream << "Received wrong channel state " << state
<< ", ignoring." << std::endl;
return;
}
m_modchannel_mgr->setChannelState(channel, (ModChannelState) state);
infostream << "Server sets mod channel `" << channel
<< "` in read-only mode." << std::endl;
break;
}
default:
#ifndef NDEBUG
warningstream << "Received unhandled mod channel signal ID "
<< signal << ", ignoring." << std::endl;
#endif
valid_signal = false;
break;
}
// If signal is valid, forward it to client side mods
if (valid_signal)
m_script->on_modchannel_signal(channel, signal);
}