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authorest31 <MTest31@outlook.com>2015-07-25 07:43:32 +0200
committerest31 <MTest31@outlook.com>2015-11-06 08:51:14 +0100
commit5e507c9829942c434a6f1ae7a4f3a488c7e50bef (patch)
treee7bd38e0dabc494e077f37a5cb16dae3dededea7 /src/server.h
parent1384108f8c32f309852c1d1665a613f2a3e3fcc2 (diff)
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Add server side ncurses terminal
This adds a chat console the server owner can use for administration or to talk with players. It runs in its own thread, which makes the user interface immune to the server's lag, behaving just like a client, except timeout. As it uses the same console code as the f10 console, things like nick completion or a scroll buffer basically come for free. The terminal itself is written in a general way so that adding a client version later on is just about implementing an interface. Fatal errors are printed after the console exists and the ncurses terminal buffer gets cleaned up with endwin(), so that the error still remains visible. The server owner can chose their username their entered text will have in chat and where players can send PMs to. Once the username is secured with a password to prevent anybody to take over the server, the owner can execute admin tasks over the console. This change includes a contribution by @kahrl who has improved ncurses library detection.
Diffstat (limited to 'src/server.h')
-rw-r--r--src/server.h15
1 files changed, 14 insertions, 1 deletions
diff --git a/src/server.h b/src/server.h
index bee978de2..6d66c9386 100644
--- a/src/server.h
+++ b/src/server.h
@@ -32,6 +32,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "util/numeric.h"
#include "util/thread.h"
#include "environment.h"
+#include "chat_interface.h"
#include "clientiface.h"
#include "network/networkpacket.h"
#include <string>
@@ -171,7 +172,8 @@ public:
const std::string &path_world,
const SubgameSpec &gamespec,
bool simple_singleplayer_mode,
- bool ipv6
+ bool ipv6,
+ ChatInterface *iface = NULL
);
~Server();
void start(Address bind_addr);
@@ -369,6 +371,8 @@ public:
u8* ser_vers, u16* prot_vers, u8* major, u8* minor, u8* patch,
std::string* vers_string);
+ void printToConsoleOnly(const std::string &text);
+
void SendPlayerHPOrDie(PlayerSAO *player);
void SendPlayerBreath(u16 peer_id);
void SendInventory(PlayerSAO* playerSAO);
@@ -472,6 +476,12 @@ private:
void DeleteClient(u16 peer_id, ClientDeletionReason reason);
void UpdateCrafting(Player *player);
+ // This returns the answer to the sender of wmessage, or "" if there is none
+ std::wstring handleChat(const std::string &name, const std::wstring &wname,
+ const std::wstring &wmessage,
+ u16 peer_id_to_avoid_sending = PEER_ID_INEXISTENT);
+ void handleAdminChat(const ChatEventChat *evt);
+
v3f findSpawnPos();
// When called, connection mutex should be locked
@@ -597,6 +607,9 @@ private:
std::string m_shutdown_msg;
bool m_shutdown_ask_reconnect;
+ ChatInterface *m_admin_chat;
+ std::string m_admin_nick;
+
/*
Map edit event queue. Automatically receives all map edits.
The constructor of this class registers us to receive them through