#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 "lualib.h"
}
-ServerScripting::ServerScripting(Server* server)
+ServerScripting::ServerScripting(Server* server):
+ ScriptApiBase(ScriptingType::Server)
{
setGameDef(server);
void ServerScripting::InitializeModApi(lua_State *L, int top)
{
- // Initialize mod api modules
- 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);
-
// Register reference classes (userdata)
InvRef::Register(L);
ItemStackMetaRef::Register(L);
LuaPerlinNoiseMap::Register(L);
LuaPseudoRandom::Register(L);
LuaPcgRandom::Register(L);
+ LuaRaycast::Register(L);
LuaSecureRandom::Register(L);
LuaVoxelManip::Register(L);
NodeMetaRef::Register(L);
ObjectRef::Register(L);
LuaSettings::Register(L);
StorageRef::Register(L);
+ ModChannelRef::Register(L);
+
+ // Initialize mod api modules
+ 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 log_deprecated(const std::string &message)