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68 lines
1.8 KiB
C++
68 lines
1.8 KiB
C++
// Luanti
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// SPDX-License-Identifier: LGPL-2.1-or-later
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// Copyright (C) 2013 celeron55, Perttu Ahola <celeron55@gmail.com>
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#pragma once
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#include "cpp_api/s_base.h"
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#include "cpp_api/s_entity.h"
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#include "cpp_api/s_env.h"
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#include "cpp_api/s_inventory.h"
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#include "cpp_api/s_modchannels.h"
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#include "cpp_api/s_node.h"
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#include "cpp_api/s_player.h"
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#include "cpp_api/s_server.h"
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#include "cpp_api/s_security.h"
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#include "cpp_api/s_async.h"
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struct PackedValue;
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/*****************************************************************************/
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/* Scripting <-> Server Game Interface */
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/*****************************************************************************/
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class ServerScripting:
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virtual public ScriptApiBase,
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public ScriptApiDetached,
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public ScriptApiEntity,
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public ScriptApiEnv,
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public ScriptApiModChannels,
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public ScriptApiNode,
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public ScriptApiPlayer,
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public ScriptApiServer,
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public ScriptApiSecurity
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{
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public:
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ServerScripting(Server* server);
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void loadBuiltin();
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// use ScriptApiBase::loadMod() to load mods
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// Save globals that are copied into other Lua envs
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void saveGlobals();
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// Initialize async engine, call this AFTER loading all mods
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void initAsync();
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// Global step handler to collect async results
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void stepAsync();
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// Pass job to async threads
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u32 queueAsync(std::string &&serialized_func,
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PackedValue *param, const std::string &mod_origin);
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protected:
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// from ScriptApiSecurity:
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bool checkPathInternal(const std::string &abs_path, bool write_required,
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bool *write_allowed) override {
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return ScriptApiSecurity::checkPathWithGamedef(getStack(),
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abs_path, write_required, write_allowed);
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}
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bool modNamesAreTrusted() override { return true; }
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private:
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void InitializeModApi(lua_State *L, int top);
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static void InitializeAsync(lua_State *L, int top);
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AsyncEngine asyncEngine;
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};
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