virtual bool isActorGuess() = 0;
virtual void setActor(const std::string &actor, bool is_guess) = 0;
virtual std::string getSuspect(v3s16 p, float nearness_shortcut,
- float min_nearness) = 0;
+ float min_nearness) = 0;
- virtual ~IRollbackManager(){}
+ virtual ~IRollbackManager() {}
virtual void flush() = 0;
- // Get last actor that did something to position p, but not further than
+ // Get all actors that did something to position p, but not further than
// <seconds> in history
- virtual std::string getLastNodeActor(v3s16 p, int range, int seconds,
- v3s16 *act_p, int *act_seconds) = 0;
+ virtual std::list<RollbackAction> getNodeActors(v3s16 pos, int range,
+ time_t seconds, int limit) = 0;
// Get actions to revert <seconds> of history made by <actor>
virtual std::list<RollbackAction> getRevertActions(const std::string &actor,
- int seconds) = 0;
+ time_t seconds) = 0;
};
IRollbackManager *createRollbackManager(const std::string &filepath, IGameDef *gamedef);