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authorLoïc Blot <nerzhul@users.noreply.github.com>2020-05-07 22:38:41 +0200
committerGitHub <noreply@github.com>2020-05-07 22:38:41 +0200
commit454dbf83a9bf292910c1495a2aa49fd8b960c28f (patch)
treed3f53bb5914bae385198d3290863ee1c94832dfd /src/script/lua_api/l_base.cpp
parent650168cadac2a45277a9527ae79efb288ba7a4a4 (diff)
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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.
Diffstat (limited to 'src/script/lua_api/l_base.cpp')
-rw-r--r--src/script/lua_api/l_base.cpp5
1 files changed, 5 insertions, 0 deletions
diff --git a/src/script/lua_api/l_base.cpp b/src/script/lua_api/l_base.cpp
index b8658f62b..2bee09436 100644
--- a/src/script/lua_api/l_base.cpp
+++ b/src/script/lua_api/l_base.cpp
@@ -45,6 +45,11 @@ Server *ModApiBase::getServer(lua_State *L)
return getScriptApiBase(L)->getServer();
}
+ServerInventoryManager *ModApiBase::getServerInventoryMgr(lua_State *L)
+{
+ return getScriptApiBase(L)->getServer()->getInventoryMgr();
+}
+
#ifndef SERVER
Client *ModApiBase::getClient(lua_State *L)
{