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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
This commit is contained in:
Loïc Blot 2017-01-27 07:41:10 +01:00
parent c42c53fccf
commit 92b45b2a18
9 changed files with 196 additions and 150 deletions

View file

@ -433,7 +433,8 @@ public:
ClientEnvironment& getEnv() { return m_env; }
ITextureSource *tsrc() { return getTextureSource(); }
ISoundManager *sound() { return getSoundManager(); }
static const std::string getBuiltinLuaPath();
static const std::string &getBuiltinLuaPath();
static const std::string &getClientModsLuaPath();
virtual const std::vector<ModSpec> &getMods() const;
virtual const ModSpec* getModSpec(const std::string &modname) const;