summaryrefslogtreecommitdiff
path: root/src/script/scripting_server.h
blob: 9803397c5390fa1a39a32c3003e1c12253f357f2 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
/*
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 "cpp_api/s_base.h"
#include "cpp_api/s_entity.h"
#include "cpp_api/s_env.h"
#include "cpp_api/s_inventory.h"
#include "cpp_api/s_modchannels.h"
#include "cpp_api/s_node.h"
#include "cpp_api/s_player.h"
#include "cpp_api/s_server.h"
#include "cpp_api/s_security.h"
#include "cpp_api/s_async.h"

struct PackedValue;

/*****************************************************************************/
/* Scripting <-> Server Game Interface                                       */
/*****************************************************************************/

class ServerScripting:
		virtual public ScriptApiBase,
		public ScriptApiDetached,
		public ScriptApiEntity,
		public ScriptApiEnv,
		public ScriptApiModChannels,
		public ScriptApiNode,
		public ScriptApiPlayer,
		public ScriptApiServer,
		public ScriptApiSecurity
{
public:
	ServerScripting(Server* server);

	// use ScriptApiBase::loadMod() to load mods

	// Initialize async engine, call this AFTER loading all mods
	void initAsync();

	// Global step handler to collect async results
	void stepAsync();

	// Pass job to async threads
	u32 queueAsync(std::string &&serialized_func,
		PackedValue *param, const std::string &mod_origin);

private:
	void InitializeModApi(lua_State *L, int top);

	static void InitializeAsync(lua_State *L, int top);

	AsyncEngine asyncEngine;
};