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[CSM] Client side modding
* rename GameScripting to ServerScripting * Make getBuiltinLuaPath static serverside * Add on_shutdown callback * Add on_receiving_chat_message & on_sending_chat_message callbacks * ScriptApiBase: use IGameDef instead of Server This permits to share common attribute between client & server * Enable mod security in client side modding without conditions
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10
src/client.h
10
src/client.h
@@ -305,6 +305,8 @@ private:
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std::map<u16, u16> m_packets;
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};
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class ClientScripting;
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class Client : public con::PeerHandler, public InventoryManager, public IGameDef
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{
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public:
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@@ -328,6 +330,8 @@ public:
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~Client();
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void initMods();
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/*
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request all threads managed by client to be stopped
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*/
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@@ -428,6 +432,10 @@ public:
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ClientEnvironment& getEnv() { return m_env; }
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ITextureSource *tsrc() { return getTextureSource(); }
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ISoundManager *sound() { return getSoundManager(); }
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static const std::string getBuiltinLuaPath();
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virtual const std::vector<ModSpec> &getMods() const;
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virtual const ModSpec* getModSpec(const std::string &modname) const;
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// Causes urgent mesh updates (unlike Map::add/removeNodeWithEvent)
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void removeNode(v3s16 p);
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@@ -692,6 +700,8 @@ private:
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bool m_cache_enable_shaders;
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bool m_cache_use_tangent_vertices;
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ClientScripting *m_script;
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DISABLE_CLASS_COPY(Client);
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};
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