* `minetest.request_shutdown([message],[reconnect])`: request for server shutdown. Will display `message` to clients,
and `reconnect` == true displays a reconnect button.
* `minetest.get_server_status()`: returns server status string
+* `minetest.get_server_uptime()`: returns the server uptime in seconds
### Bans
* `minetest.get_ban_list()`: returns the ban list (same as `minetest.get_ban_description("")`)
return 1;
}
+// get_server_uptime()
+int ModApiServer::l_get_server_uptime(lua_State *L)
+{
+ NO_MAP_LOCK_REQUIRED;
+ lua_pushnumber(L, getServer(L)->getUptime());
+ return 1;
+}
+
+
// print(text)
int ModApiServer::l_print(lua_State *L)
{
{
API_FCT(request_shutdown);
API_FCT(get_server_status);
+ API_FCT(get_server_uptime);
API_FCT(get_worldpath);
API_FCT(is_singleplayer);
// get_server_status()
static int l_get_server_status(lua_State *L);
+ // get_server_uptime()
+ static int l_get_server_uptime(lua_State *L);
+
// get_worldpath()
static int l_get_worldpath(lua_State *L);
// Connection must be locked when called
std::wstring getStatusString();
+ inline double getUptime() const { return m_uptime.m_value; }
// read shutdown state
inline bool getShutdownRequested() const { return m_shutdown_requested; }