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mirror of https://github.com/luanti-org/luanti.git synced 2025-10-15 01:25:20 +02:00

Refactor some Lua API functions in preparation for async env

This commit is contained in:
sfan5
2022-04-09 14:47:59 +02:00
parent e6385e2ab7
commit 56a558baf8
8 changed files with 37 additions and 45 deletions

View File

@@ -61,11 +61,8 @@ int ModApiServer::l_get_server_uptime(lua_State *L)
int ModApiServer::l_get_server_max_lag(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
ServerEnvironment *s_env = dynamic_cast<ServerEnvironment *>(getEnv(L));
if (!s_env)
lua_pushnil(L);
else
lua_pushnumber(L, s_env->getMaxLagEstimate());
GET_ENV_PTR;
lua_pushnumber(L, env->getMaxLagEstimate());
return 1;
}
@@ -395,12 +392,11 @@ int ModApiServer::l_get_modpath(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
std::string modname = luaL_checkstring(L, 1);
const ModSpec *mod = getServer(L)->getModSpec(modname);
if (!mod) {
const ModSpec *mod = getGameDef(L)->getModSpec(modname);
if (!mod)
lua_pushnil(L);
return 1;
}
lua_pushstring(L, mod->path.c_str());
else
lua_pushstring(L, mod->path.c_str());
return 1;
}
@@ -412,13 +408,14 @@ int ModApiServer::l_get_modnames(lua_State *L)
// Get a list of mods
std::vector<std::string> modlist;
getServer(L)->getModNames(modlist);
for (auto &it : getGameDef(L)->getMods())
modlist.emplace_back(it.name);
std::sort(modlist.begin(), modlist.end());
// Package them up for Lua
lua_createtable(L, modlist.size(), 0);
std::vector<std::string>::iterator iter = modlist.begin();
auto iter = modlist.begin();
for (u16 i = 0; iter != modlist.end(); ++iter) {
lua_pushstring(L, iter->c_str());
lua_rawseti(L, -2, ++i);
@@ -430,8 +427,8 @@ int ModApiServer::l_get_modnames(lua_State *L)
int ModApiServer::l_get_worldpath(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
std::string worldpath = getServer(L)->getWorldPath();
lua_pushstring(L, worldpath.c_str());
const Server *srv = getServer(L);
lua_pushstring(L, srv->getWorldPath().c_str());
return 1;
}
@@ -513,7 +510,8 @@ int ModApiServer::l_dynamic_add_media(lua_State *L)
int ModApiServer::l_is_singleplayer(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
lua_pushboolean(L, getServer(L)->isSingleplayer());
const Server *srv = getServer(L);
lua_pushboolean(L, srv->isSingleplayer());
return 1;
}