#include "mods.h"
#include "inventorymanager.h"
#include "subgame.h"
-#include "rollback_interface.h" // Needed for rollbackRevertActions()
#include "util/numeric.h"
#include "util/thread.h"
#include "environment.h"
class Player;
class PlayerSAO;
class IRollbackManager;
+struct RollbackAction;
class EmergeManager;
class GameScripting;
class ServerEnvironment;
// Envlock and conlock should be locked when using scriptapi
GameScripting *getScriptIface(){ return m_script; }
- // Envlock should be locked when using the rollback manager
- IRollbackManager *getRollbackManager(){ return m_rollback; }
-
//TODO: determine what (if anything) should be locked to access EmergeManager
EmergeManager *getEmergeManager(){ return m_emerge; }
virtual u16 allocateUnknownNodeId(const std::string &name);
virtual ISoundManager* getSoundManager();
virtual MtEventManager* getEventManager();
- virtual IRollbackReportSink* getRollbackReportSink();
+ virtual scene::ISceneManager* getSceneManager();
+ virtual IRollbackManager *getRollbackManager() { return m_rollback; }
+
IWritableItemDefManager* getWritableItemDefManager();
IWritableNodeDefManager* getWritableNodeDefManager();
// Rollback manager (behind m_env_mutex)
IRollbackManager *m_rollback;
- bool m_rollback_sink_enabled;
bool m_enable_rollback_recording; // Updated once in a while
// Emerge manager