Server(
const std::string &path_world,
const SubgameSpec &gamespec,
- bool simple_singleplayer_mode
+ bool simple_singleplayer_mode,
+ bool ipv6
);
~Server();
void start(Address bind_addr);
inline Address getPeerAddress(u16 peer_id)
{ return m_con.GetPeerAddress(peer_id); }
+ bool setLocalPlayerAnimations(Player *player, v2s32 animation_frames[4], f32 frame_speed);
+ bool setPlayerEyeOffset(Player *player, v3f first, v3f third);
+
bool setSky(Player *player, const video::SColor &bgcolor,
const std::string &type, const std::vector<std::string> ¶ms);
void SendPlayerHP(u16 peer_id);
void SendPlayerBreath(u16 peer_id);
void SendMovePlayer(u16 peer_id);
+ void SendLocalPlayerAnimations(u16 peer_id, v2s32 animation_frames[4], f32 animation_speed);
+ void SendEyeOffset(u16 peer_id, v3f first, v3f third);
void SendPlayerPrivileges(u16 peer_id);
void SendPlayerInventoryFormspec(u16 peer_id);
void SendShowFormspecMessage(u16 peer_id, const std::string &formspec, const std::string &formname);
void UpdateCrafting(u16 peer_id);
// When called, connection mutex should be locked
- RemoteClient* getClient(u16 peer_id,ClientState state_min=Active);
- RemoteClient* getClientNoEx(u16 peer_id,ClientState state_min=Active);
+ RemoteClient* getClient(u16 peer_id,ClientState state_min=CS_Active);
+ RemoteClient* getClientNoEx(u16 peer_id,ClientState state_min=CS_Active);
// When called, environment mutex should be locked
std::string getPlayerName(u16 peer_id);