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luanti/src/script/lua_api/l_base.h
Loïc Blot 454dbf83a9
Server class code cleanups (#9769)
* Server::overrideDayNightRatio doesn't require to return bool
There is no sense to sending null player, the caller should send a valid object

* Server::init: make private & cleanup
This function is always called before start() and loads some variables which can be loaded in constructor directly.
Make it private and call it directly in start

* Split Server inventory responsibility to a dedicated object

This splits permit to found various historical issues:
* duplicate lookups on player connection
* sending inventory to non related player when a player connects
* non friendly lookups on detached inventories ownership

This reduce the detached inventory complexity and also increased the
lookup performance in a quite interesting way for servers with thousands
of inventories.
2020-05-07 22:38:41 +02:00

84 lines
2.4 KiB
C++

/*
Minetest
Copyright (C) 2013 celeron55, Perttu Ahola <celeron55@gmail.com>
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License as published by
the Free Software Foundation; either version 2.1 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/
#pragma once
#include "common/c_types.h"
#include "common/c_internal.h"
#include "common/helper.h"
#include "gamedef.h"
#include <unordered_map>
extern "C" {
#include <lua.h>
#include <lauxlib.h>
}
#ifndef SERVER
class Client;
class GUIEngine;
#endif
class ScriptApiBase;
class Server;
class Environment;
class ServerInventoryManager;
class ModApiBase : protected LuaHelper {
public:
static ScriptApiBase* getScriptApiBase(lua_State *L);
static Server* getServer(lua_State *L);
static ServerInventoryManager *getServerInventoryMgr(lua_State *L);
#ifndef SERVER
static Client* getClient(lua_State *L);
static GUIEngine* getGuiEngine(lua_State *L);
#endif // !SERVER
static IGameDef* getGameDef(lua_State *L);
static Environment* getEnv(lua_State *L);
// When we are not loading the mod, this function returns "."
static std::string getCurrentModPath(lua_State *L);
// Get an arbitrary subclass of ScriptApiBase
// by using dynamic_cast<> on getScriptApiBase()
template<typename T>
static T* getScriptApi(lua_State *L) {
ScriptApiBase *scriptIface = getScriptApiBase(L);
T *scriptIfaceDowncast = dynamic_cast<T*>(scriptIface);
if (!scriptIfaceDowncast) {
throw LuaError("Requested unavailable ScriptApi - core engine bug!");
}
return scriptIfaceDowncast;
}
static bool registerFunction(lua_State *L,
const char* name,
lua_CFunction func,
int top);
static int l_deprecated_function(lua_State *L);
static void markAliasDeprecated(luaL_Reg *reg);
private:
// <old_name> = { <new_name>, <new_function> }
static std::unordered_map<std::string, luaL_Reg> m_deprecated_wrappers;
static bool m_error_deprecated_calls;
};