#include "inventory.h"
#include "auth.h"
#include "ban.h"
+#include "gamedef.h"
+struct LuaState;
+typedef struct lua_State lua_State;
+class IWritableToolDefManager;
+class IWritableNodeDefManager;
/*
Some random functions
};
class Server : public con::PeerHandler, public MapEventReceiver,
- public InventoryManager
+ public InventoryManager, public IGameDef
{
public:
/*
// Environment must be locked when called
void setTimeOfDay(u32 time)
{
- m_env.setTimeOfDay(time);
+ m_env->setTimeOfDay(time);
m_time_of_day_send_timer = 0;
}
return m_banmanager.getBanDescription(ip_or_name);
}
- con::Peer* getPeerNoEx(u16 peer_id)
+ Address getPeerAddress(u16 peer_id)
{
- return m_con.GetPeerNoEx(peer_id);
+ return m_con.GetPeerAddress(peer_id);
}
// Envlock and conlock should be locked when calling this
void notifyPlayer(const char *name, const std::wstring msg);
void notifyPlayers(const std::wstring msg);
+
+ // Envlock and conlock should be locked when using Lua
+ lua_State *getLua(){ return m_lua; }
+
+ // IGameDef interface
+ // Under envlock
+ virtual IToolDefManager* getToolDefManager();
+ virtual INodeDefManager* getNodeDefManager();
+ virtual ITextureSource* getTextureSource();
private:
// When called, environment mutex should be locked
std::string getPlayerName(u16 peer_id)
{
- Player *player = m_env.getPlayer(peer_id);
+ Player *player = m_env->getPlayer(peer_id);
if(player == NULL)
return "[id="+itos(peer_id);
return player->getName();
// environment shall be locked first.
// Environment
- ServerEnvironment m_env;
+ ServerEnvironment *m_env;
JMutex m_env_mutex;
// Connection
// Bann checking
BanManager m_banmanager;
+
+ // Scripting
+ // Envlock and conlock should be locked when using Lua
+ lua_State *m_lua;
+
+ // Tool definition manager
+ IWritableToolDefManager *m_toolmgr;
+
+ // Node definition manager
+ IWritableNodeDefManager *m_nodemgr;
/*
Threads
*/
u16 m_ignore_map_edit_events_peer_id;
- Profiler *m_profiler;
-
friend class EmergeThread;
friend class RemoteClient;
};