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[CSM] implement client side mod loading (#5123)
* client side mods are located in clientmods/ * move builtin/preview.lua to clientmods/preview/init.lua as a preview mod * refactor ModConfiguration class to work properly with client and server using child objects * move some Server constructor mod load code to ModConfiguration to reduce code duplication between client and server * remove mods.{cpp,h} unused functions * use UNORDERED_SET instead of std::set in some modspec storages
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9 changed files with 196 additions and 150 deletions
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@ -5,24 +5,24 @@ core.register_on_sending_chat_messages(function(message)
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if not (message:sub(1,1) == "/") then
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return false
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end
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core.display_chat_message("issued command: " .. message)
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local cmd, param = string.match(message, "^/([^ ]+) *(.*)")
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if not param then
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param = ""
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end
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local cmd_def = core.registered_chatcommands[cmd]
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if cmd_def then
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core.set_last_run_mod(cmd_def.mod_origin)
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local success, message = cmd_def.func(param)
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local _, message = cmd_def.func(param)
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if message then
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core.display_chat_message(message)
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end
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return true
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end
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return false
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end)
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end)
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