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path: root/src/socket.cpp
Commit message (Expand)AuthorAge
* Link against shlwapi.lib and unify linker input sources for Windowskwolekr2015-04-08
* Move globals from main.cpp to more sane locationsCraig Robbins2015-04-01
* Fix unit tests failing if IPv6 not availableCraig Robbins2014-11-02
* Split settings into seperate source and header filesShadowNinja2014-09-21
* Fix broken Ipv4 serialization on win32sapier2014-04-11
* Infer ipv6_server from bind_address; fix client connect to IN(6)ADDR_ANYKahrl2014-04-10
* Add the option to bind to a specific addressShadowNinja2014-02-05
* Fix exception caused by destroying sockets on Server shutdownkwolekr2013-12-31
* Correct useragent in http queriesproller2013-11-06
* Omnicleanup: header cleanup, add ModApiUtil shared between game and mainmenuKahrl2013-08-14
* Fix ipv6 on windowsproller2013-06-24
* Math mapgen fix, ip show on connect, pathfinder segfault fixproller2013-06-23
* Add support for IPv6proller2013-06-23
* Update Copyright YearsSfan52013-02-24
* Change Minetest-c55 to MinetestPilzAdam2013-02-24
* Properly and efficiently use split utility headersPerttu Ahola2012-06-17
* Switch the license to be LGPLv2/later, with small parts still remaining as GP...Perttu Ahola2012-06-05
* Add output levels --info and --trace (--verbose is now more verbose)Perttu Ahola2012-03-22
* Move headers from socket.h to socket.cppPerttu Ahola2012-03-22
* Fix UDPSocket's debug outputPerttu Ahola2012-03-22
* Handle select errno EINTR properly (not doing this breaks at least many profi...Perttu Ahola2012-03-08
* Better handling of SendFailedException in ConnectionPerttu Ahola2011-10-18
* Fix use of && instead of &Giuseppe Bilotta2011-08-12
* added ipban supportConstantin Wenger2011-08-12
* fixed warnings reported by cppcheckPerttu Ahola2011-04-11
* local game connects to 127.0.0.1 instead of localhost (windows returns an ipv...Perttu Ahola2011-02-08
* working goodPerttu Ahola2010-12-26
* settings manager: better default setting handling and updating config file an...Perttu Ahola2010-12-14
* license stuffPerttu Ahola2010-11-29
* Windows bug fixesPerttu Ahola2010-11-29
* sitä sun tätä tekeillä, toimii kivastiPerttu Ahola2010-11-29
* Initial filesPerttu Ahola2010-11-27
L); // get_stack(self, listname, i) -> itemstack static int l_get_stack(lua_State *L); // set_stack(self, listname, i, stack) -> true/false static int l_set_stack(lua_State *L); // get_list(self, listname) -> list or nil static int l_get_list(lua_State *L); // set_list(self, listname, list) static int l_set_list(lua_State *L); // get_lists(self) -> list of InventoryLists static int l_get_lists(lua_State *L); // set_lists(self, lists) static int l_set_lists(lua_State *L); // add_item(self, listname, itemstack or itemstring or table or nil) -> itemstack // Returns the leftover stack static int l_add_item(lua_State *L); // room_for_item(self, listname, itemstack or itemstring or table or nil) -> true/false // Returns true if the item completely fits into the list static int l_room_for_item(lua_State *L); // contains_item(self, listname, itemstack or itemstring or table or nil, [match_meta]) -> true/false // Returns true if the list contains the given count of the given item name static int l_contains_item(lua_State *L); // remove_item(self, listname, itemstack or itemstring or table or nil) -> itemstack // Returns the items that were actually removed static int l_remove_item(lua_State *L); // get_location() -> location (like get_inventory(location)) static int l_get_location(lua_State *L); public: InvRef(const InventoryLocation &loc); ~InvRef() = default; // Creates an InvRef and leaves it on top of stack // Not callable from Lua; all references are created on the C side. static void create(lua_State *L, const InventoryLocation &loc); static void createPlayer(lua_State *L, RemotePlayer *player); static void createNodeMeta(lua_State *L, v3s16 p); static void Register(lua_State *L); }; class ModApiInventory : public ModApiBase { private: static int l_create_detached_inventory_raw(lua_State *L); static int l_remove_detached_inventory_raw(lua_State *L); static int l_get_inventory(lua_State *L); public: static void Initialize(lua_State *L, int top); };