Copyright (C) 2010-2011 celeron55, Perttu Ahola <celeron55@gmail.com>
This program is free software; you can redistribute it and/or modify
-it under the terms of the GNU General Public License as published by
-the Free Software Foundation; either version 2 of the License, or
+it under the terms of the GNU Lesser General Public License as published by
+the Free Software Foundation; either version 2.1 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-GNU General Public License for more details.
+GNU Lesser General Public License for more details.
-You should have received a copy of the GNU General Public License along
+You should have received a copy of the GNU Lesser General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/
#include "connection.h"
#include "environment.h"
-#include "common_irrlicht.h"
+#include "irrlichttypes_bloated.h"
#include <string>
#include "porting.h"
#include "map.h"
#include "inventorymanager.h"
#include "subgame.h"
#include "sound.h"
+#include "util/thread.h"
+#include "util/string.h"
+#include "rollback_interface.h" // Needed for rollbackRevertActions()
+#include <list> // Needed for rollbackRevertActions()
+
struct LuaState;
typedef struct lua_State lua_State;
class IWritableItemDefManager;
class IWritableCraftDefManager;
class EventManager;
class PlayerSAO;
+class IRollbackManager;
class ServerError : public std::exception
{
std::set<std::string> getPlayerEffectivePrivs(const std::string &name);
bool checkPriv(const std::string &name, const std::string &priv);
void reportPrivsModified(const std::string &name=""); // ""=all
+ void reportInventoryFormspecModified(const std::string &name);
// Saves g_settings to configpath given at initialization
void saveConfig();
void queueBlockEmerge(v3s16 blockpos, bool allow_generate);
+ // Creates or resets inventory
+ Inventory* createDetachedInventory(const std::string &name);
+
// Envlock and conlock should be locked when using Lua
lua_State *getLua(){ return m_lua; }
+
+ // Envlock should be locked when using the rollback manager
+ IRollbackManager *getRollbackManager(){ return m_rollback; }
+ // actions: time-reversed list
+ // Return value: success/failure
+ bool rollbackRevertActions(const std::list<RollbackAction> &actions,
+ std::list<std::string> *log);
// IGameDef interface
// Under envlock
virtual u16 allocateUnknownNodeId(const std::string &name);
virtual ISoundManager* getSoundManager();
virtual MtEventManager* getEventManager();
+ virtual IRollbackReportSink* getRollbackReportSink();
IWritableItemDefManager* getWritableItemDefManager();
IWritableNodeDefManager* getWritableNodeDefManager();
IWritableCraftDefManager* getWritableCraftDefManager();
const ModSpec* getModSpec(const std::string &modname);
+ void getModNames(core::list<std::string> &modlist);
std::string getBuiltinLuaPath();
std::string getWorldPath(){ return m_path_world; }
void SendPlayerHP(u16 peer_id);
void SendMovePlayer(u16 peer_id);
void SendPlayerPrivileges(u16 peer_id);
+ void SendPlayerInventoryFormspec(u16 peer_id);
/*
Send a node removal/addition event to all clients except ignore_id.
Additionally, if far_players!=NULL, players further away than
void sendMediaAnnouncement(u16 peer_id);
void sendRequestedMedia(u16 peer_id,
const core::list<MediaRequest> &tosend);
+
+ void sendDetachedInventory(const std::string &name, u16 peer_id);
+ void sendDetachedInventoryToAll(const std::string &name);
+ void sendDetachedInventories(u16 peer_id);
/*
Something random
// Bann checking
BanManager m_banmanager;
+ // Rollback manager (behind m_env_mutex)
+ IRollbackManager *m_rollback;
+ bool m_rollback_sink_enabled;
+ bool m_enable_rollback_recording; // Updated once in a while
+
// Scripting
// Envlock and conlock should be locked when using Lua
lua_State *m_lua;
*/
std::map<s32, ServerPlayingSound> m_playing_sounds;
s32 m_next_sound_id;
+
+ /*
+ Detached inventories (behind m_env_mutex)
+ */
+ // key = name
+ std::map<std::string, Inventory*> m_detached_inventories;
};
/*