+ bool getShutdownRequested()
+ {
+ return m_shutdown_requested;
+ }
+
+ /*
+ Shall be called with the environment locked.
+ This is accessed by the map, which is inside the environment,
+ so it shouldn't be a problem.
+ */
+ void onMapEditEvent(MapEditEvent *event);
+
+ /*
+ Shall be called with the environment and the connection locked.
+ */
+ Inventory* getInventory(InventoryContext *c, std::string id);
+ void inventoryModified(InventoryContext *c, std::string id);
+
+ // Connection must be locked when called
+ std::wstring getStatusString();
+
+ void requestShutdown(void)
+ {
+ m_shutdown_requested = true;
+ }
+
+
+ // Envlock and conlock should be locked when calling this
+ void SendMovePlayer(Player *player);
+
+ u64 getPlayerAuthPrivs(const std::string &name)
+ {
+ try{
+ return m_authmanager.getPrivs(name);
+ }
+ catch(AuthNotFoundException &e)
+ {
+ dstream<<"WARNING: Auth not found for "<<name<<std::endl;
+ return 0;
+ }
+ }