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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

@ -30,6 +30,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "lua_api/l_item.h"
#include "lua_api/l_itemstackmeta.h"
#include "lua_api/l_mapgen.h"
#include "lua_api/l_modchannels.h"
#include "lua_api/l_nodemeta.h"
#include "lua_api/l_nodetimer.h"
#include "lua_api/l_noise.h"
@ -100,6 +101,7 @@ void ServerScripting::InitializeModApi(lua_State *L, int top)
ObjectRef::Register(L);
LuaSettings::Register(L);
StorageRef::Register(L);
ModChannelRef::Register(L);
// Initialize mod api modules
ModApiCraft::Initialize(L, top);
@ -113,6 +115,7 @@ void ServerScripting::InitializeModApi(lua_State *L, int top)
ModApiUtil::Initialize(L, top);
ModApiHttp::Initialize(L, top);
ModApiStorage::Initialize(L, top);
ModApiChannels::Initialize(L, top);
}
void log_deprecated(const std::string &message)