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authorLoic Blot <loic.blot@unix-experience.fr>2017-01-21 15:02:08 +0100
committerLoïc Blot <nerzhul@users.noreply.github.com>2017-03-13 23:56:05 +0100
commit2efae3ffd720095222c800e016286a45c9fe1e5c (patch)
tree3a8b19daa071cf742fee52d70a0e0adf94d56c0c /src/server.cpp
parentc9492b4d37c11f35cfdc1558f771eef87fc5c972 (diff)
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[CSM] Client side modding
* rename GameScripting to ServerScripting * Make getBuiltinLuaPath static serverside * Add on_shutdown callback * Add on_receiving_chat_message & on_sending_chat_message callbacks * ScriptApiBase: use IGameDef instead of Server This permits to share common attribute between client & server * Enable mod security in client side modding without conditions
Diffstat (limited to 'src/server.cpp')
-rw-r--r--src/server.cpp6
1 files changed, 3 insertions, 3 deletions
diff --git a/src/server.cpp b/src/server.cpp
index 8b9f46f85..3adbf40cc 100644
--- a/src/server.cpp
+++ b/src/server.cpp
@@ -38,7 +38,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "settings.h"
#include "profiler.h"
#include "log.h"
-#include "scripting_game.h"
+#include "serverscripting.h"
#include "nodedef.h"
#include "itemdef.h"
#include "craftdef.h"
@@ -269,7 +269,7 @@ Server::Server(
// Initialize scripting
infostream<<"Server: Initializing Lua"<<std::endl;
- m_script = new GameScripting(this);
+ m_script = new ServerScripting(this);
std::string script_path = getBuiltinLuaPath() + DIR_DELIM "init.lua";
@@ -3411,7 +3411,7 @@ void Server::getModNames(std::vector<std::string> &modlist)
modlist.push_back(it->name);
}
-std::string Server::getBuiltinLuaPath()
+const std::string Server::getBuiltinLuaPath()
{
return porting::path_share + DIR_DELIM + "builtin";
}