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path: root/src/script/lua_api/l_localplayer.cpp
Commit message (Expand)AuthorAge
* Restore pass-through of direction keys (#11924)sfan52022-01-09
* Split liquid_viscosity to liquid_viscosity and move_resistance (#10810)Wuzzy2021-10-01
* Joystick sensitivity for player movement (#11262)NeroBurner2021-08-27
* HUD: Reject and warn on invalid stat types (#11548)SmallJoker2021-08-21
* script: Replace calls to depreated luaL_openlibsfan52021-05-30
* Allow binding dig, place actions to keys; remove LMB/RMB hardcodingANAND2020-08-15
* Various features and fixessfan52020-04-11
* Attachments: Fix interpolation from (0,0,0) after detachSmallJoker2019-12-07
* Load CSM environment after the restrictions are knownSmallJoker2019-09-14
* Move client-specific files to 'src/client' (#7902)Quentin Bazin2018-11-28
* [CSM] Add basic HUD manipulation. (#6067)red-0012018-01-20
* Cleanup various headers to reduce compilation times (#6255)Loïc Blot2017-08-16
* C++11 cleanup on constructors (#6000)Vincent Glize2017-06-19
* [CSM] Add camera API (#5609)bigfoot5472017-05-05
* Sneak: Improve and fix various thingsSmallJoker2017-05-03
* Replace occurrence of luaL_reg in l_localplayer (#5566)t0ny22017-04-11
* Clang-format styles fixes since previous commitLoïc Blot2017-04-10
* Clang format: fix LINT on old PR which doesn't have LINT enabledLoic Blot2017-04-10
* LocalPlayer api luaVincent Glize2017-04-08
t;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. */ #include "scripting_server.h" #include "server.h" #include "log.h" #include "settings.h" #include "cpp_api/s_internal.h" #include "lua_api/l_areastore.h" #include "lua_api/l_auth.h" #include "lua_api/l_base.h" #include "lua_api/l_craft.h" #include "lua_api/l_env.h" #include "lua_api/l_inventory.h" #include "lua_api/l_item.h" #include "lua_api/l_itemstackmeta.h" #include "lua_api/l_mapgen.h" #include "lua_api/l_modchannels.h" #include "lua_api/l_nodemeta.h" #include "lua_api/l_nodetimer.h" #include "lua_api/l_noise.h" #include "lua_api/l_object.h" #include "lua_api/l_playermeta.h" #include "lua_api/l_particles.h" #include "lua_api/l_rollback.h" #include "lua_api/l_server.h" #include "lua_api/l_util.h" #include "lua_api/l_vmanip.h" #include "lua_api/l_settings.h" #include "lua_api/l_http.h" #include "lua_api/l_storage.h" extern "C" { #include <lualib.h> } ServerScripting::ServerScripting(Server* server): ScriptApiBase(ScriptingType::Server), asyncEngine(server) { setGameDef(server); // setEnv(env) is called by ScriptApiEnv::initializeEnvironment() // once the environment has been created SCRIPTAPI_PRECHECKHEADER if (g_settings->getBool("secure.enable_security")) { initializeSecurity(); } else { warningstream << "\\!/ Mod security should never be disabled, as it allows any mod to " << "access the host machine." << "Mods should use minetest.request_insecure_environment() instead \\!/" << std::endl; } lua_getglobal(L, "core"); int top = lua_gettop(L); lua_newtable(L); lua_setfield(L, -2, "object_refs"); lua_newtable(L); lua_setfield(L, -2, "luaentities"); // Initialize our lua_api modules InitializeModApi(L, top); lua_pop(L, 1); // Push builtin initialization type lua_pushstring(L, "game"); lua_setglobal(L, "INIT"); infostream << "SCRIPTAPI: Initialized game modules" << std::endl; } void ServerScripting::initAsync() { // Save globals to transfer { lua_State *L = getStack(); lua_getglobal(L, "core"); luaL_checktype(L, -1, LUA_TTABLE); lua_getfield(L, -1, "get_globals_to_transfer"); lua_call(L, 0, 1); auto *data = script_pack(L, -1); assert(!data->contains_userdata); getServer()->m_async_globals_data.reset(data); lua_pushnil(L); lua_setfield(L, -3, "get_globals_to_transfer"); // unset function too lua_pop(L, 2); // pop 'core', return value } infostream << "SCRIPTAPI: Initializing async engine" << std::endl; asyncEngine.registerStateInitializer(InitializeAsync); asyncEngine.registerStateInitializer(ModApiUtil::InitializeAsync); asyncEngine.registerStateInitializer(ModApiCraft::InitializeAsync); asyncEngine.registerStateInitializer(ModApiItemMod::InitializeAsync); asyncEngine.registerStateInitializer(ModApiServer::InitializeAsync); // not added: ModApiMapgen is a minefield for thread safety // not added: ModApiHttp async api can't really work together with our jobs // not added: ModApiStorage is probably not thread safe(?) asyncEngine.initialize(0); } void ServerScripting::stepAsync() { asyncEngine.step(getStack()); } u32 ServerScripting::queueAsync(std::string &&serialized_func, PackedValue *param, const std::string &mod_origin) { return asyncEngine.queueAsyncJob(std::move(serialized_func), param, mod_origin); } void ServerScripting::InitializeModApi(lua_State *L, int top) { // Register reference classes (userdata) InvRef::Register(L); ItemStackMetaRef::Register(L); LuaAreaStore::Register(L); LuaItemStack::Register(L); LuaPerlinNoise::Register(L); LuaPerlinNoiseMap::Register(L); LuaPseudoRandom::Register(L); LuaPcgRandom::Register(L); LuaRaycast::Register(L); LuaSecureRandom::Register(L); LuaVoxelManip::Register(L); NodeMetaRef::Register(L); NodeTimerRef::Register(L); ObjectRef::Register(L); PlayerMetaRef::Register(L); LuaSettings::Register(L); StorageRef::Register(L); ModChannelRef::Register(L); // Initialize mod api modules ModApiAuth::Initialize(L, top); ModApiCraft::Initialize(L, top); ModApiEnvMod::Initialize(L, top); ModApiInventory::Initialize(L, top); ModApiItemMod::Initialize(L, top); ModApiMapgen::Initialize(L, top); ModApiParticles::Initialize(L, top); ModApiRollback::Initialize(L, top); ModApiServer::Initialize(L, top); ModApiUtil::Initialize(L, top); ModApiHttp::Initialize(L, top); ModApiStorage::Initialize(L, top); ModApiChannels::Initialize(L, top); } void ServerScripting::InitializeAsync(lua_State *L, int top) { // classes LuaItemStack::Register(L); LuaPerlinNoise::Register(L); LuaPerlinNoiseMap::Register(L); LuaPseudoRandom::Register(L); LuaPcgRandom::Register(L); LuaSecureRandom::Register(L); LuaVoxelManip::Register(L); LuaSettings::Register(L); // globals data lua_getglobal(L, "core"); luaL_checktype(L, -1, LUA_TTABLE); auto *data = ModApiBase::getServer(L)->m_async_globals_data.get(); script_unpack(L, data); lua_setfield(L, -2, "transferred_globals"); lua_pop(L, 1); // pop 'core' }