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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

@ -22,6 +22,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "nodedef.h"
#include "itemdef.h"
#include "gamedef.h"
#include "modchannels.h"
#include "mods.h"
#include "util/numeric.h"
@ -69,6 +70,13 @@ public:
virtual std::string getModStoragePath() const { return "."; }
virtual bool registerModStorage(ModMetadata *meta) { return true; }
virtual void unregisterModStorage(const std::string &name) {}
bool joinModChannel(const std::string &channel);
bool leaveModChannel(const std::string &channel);
bool sendModChannelMessage(const std::string &channel, const std::string &message);
ModChannel *getModChannel(const std::string &channel)
{
return m_modchannel_mgr->getModChannel(channel);
}
private:
IItemDefManager *m_itemdef = nullptr;
@ -81,10 +89,12 @@ private:
scene::ISceneManager *m_scenemgr = nullptr;
IRollbackManager *m_rollbackmgr = nullptr;
EmergeManager *m_emergemgr = nullptr;
std::unique_ptr<ModChannelMgr> m_modchannel_mgr;
};
TestGameDef::TestGameDef()
TestGameDef::TestGameDef() :
m_modchannel_mgr(new ModChannelMgr())
{
m_itemdef = createItemDefManager();
m_nodedef = createNodeDefManager();
@ -222,6 +232,25 @@ void TestGameDef::defineSomeNodes()
t_CONTENT_BRICK = ndef->set(f.name, f);
}
bool TestGameDef::joinModChannel(const std::string &channel)
{
return m_modchannel_mgr->joinChannel(channel, PEER_ID_SERVER);
}
bool TestGameDef::leaveModChannel(const std::string &channel)
{
return m_modchannel_mgr->leaveChannel(channel, PEER_ID_SERVER);
}
bool TestGameDef::sendModChannelMessage(const std::string &channel,
const std::string &message)
{
if (!m_modchannel_mgr->channelRegistered(channel))
return false;
return true;
}
////
//// run_tests
////