function core.cancel_shutdown_requests()
core.request_shutdown("", false, -1)
end
+
+
+-- Callback handling for dynamic_add_media
+
+local dynamic_add_media_raw = core.dynamic_add_media_raw
+core.dynamic_add_media_raw = nil
+function core.dynamic_add_media(filepath, callback)
+ local ret = dynamic_add_media_raw(filepath)
+ if ret == false then
+ return ret
+ end
+ if callback == nil then
+ core.log("deprecated", "Calling minetest.dynamic_add_media without "..
+ "a callback is deprecated and will stop working in future versions.")
+ else
+ -- At the moment async loading is not actually implemented, so we
+ -- immediately call the callback ourselves
+ for _, name in ipairs(ret) do
+ callback(name)
+ end
+ end
+ return true
+end
* Returns a code (0: successful, 1: no such player, 2: player is connected)
* `minetest.remove_player_auth(name)`: remove player authentication data
* Returns boolean indicating success (false if player nonexistant)
-* `minetest.dynamic_add_media(filepath)`
- * Adds the file at the given path to the media sent to clients by the server
- on startup and also pushes this file to already connected clients.
+* `minetest.dynamic_add_media(filepath, callback)`
+ * `filepath`: path to a media file on the filesystem
+ * `callback`: function with arguments `name`, where name is a player name
+ (previously there was no callback argument; omitting it is deprecated)
+ * Adds the file to the media sent to clients by the server on startup
+ and also pushes this file to already connected clients.
The file must be a supported image, sound or model format. It must not be
modified, deleted, moved or renamed after calling this function.
The list of dynamically added media is not persisted.
- * Returns boolean indicating success (duplicate files count as error)
- * The media will be ready to use (in e.g. entity textures, sound_play)
- immediately after calling this function.
+ * Returns false on error, true if the request was accepted
+ * The given callback will be called for every player as soon as the
+ media is available on the client.
Old clients that lack support for this feature will not see the media
- unless they reconnect to the server.
- * Since media transferred this way does not use client caching or HTTP
- transfers, dynamic media should not be used with big files or performance
- will suffer.
+ unless they reconnect to the server. (callback won't be called)
+ * Since media transferred this way currently does not use client caching
+ or HTTP transfers, dynamic media should not be used with big files.
Bans
----
}
// dynamic_add_media(filepath)
-int ModApiServer::l_dynamic_add_media(lua_State *L)
+int ModApiServer::l_dynamic_add_media_raw(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
- // Reject adding media before the server has started up
if (!getEnv(L))
throw LuaError("Dynamic media cannot be added before server has started up");
std::string filepath = readParam<std::string>(L, 1);
CHECK_SECURE_PATH(L, filepath.c_str(), false);
- bool ok = getServer(L)->dynamicAddMedia(filepath);
- lua_pushboolean(L, ok);
+ std::vector<RemotePlayer*> sent_to;
+ bool ok = getServer(L)->dynamicAddMedia(filepath, sent_to);
+ if (ok) {
+ // (see wrapper code in builtin)
+ lua_createtable(L, sent_to.size(), 0);
+ int i = 0;
+ for (RemotePlayer *player : sent_to) {
+ lua_pushstring(L, player->getName());
+ lua_rawseti(L, -2, ++i);
+ }
+ } else {
+ lua_pushboolean(L, false);
+ }
+
return 1;
}
API_FCT(sound_play);
API_FCT(sound_stop);
API_FCT(sound_fade);
- API_FCT(dynamic_add_media);
+ API_FCT(dynamic_add_media_raw);
API_FCT(get_player_information);
API_FCT(get_player_privs);
static int l_sound_fade(lua_State *L);
// dynamic_add_media(filepath)
- static int l_dynamic_add_media(lua_State *L);
+ static int l_dynamic_add_media_raw(lua_State *L);
// get_player_privs(name, text)
static int l_get_player_privs(lua_State *L);
SendDeleteParticleSpawner(peer_id, id);
}
-bool Server::dynamicAddMedia(const std::string &filepath)
+bool Server::dynamicAddMedia(const std::string &filepath,
+ std::vector<RemotePlayer*> &sent_to)
{
std::string filename = fs::GetFilenameFromPath(filepath.c_str());
if (m_media.find(filename) != m_media.end()) {
pkt << raw_hash << filename << (bool) true;
pkt.putLongString(filedata);
- auto client_ids = m_clients.getClientIDs(CS_DefinitionsSent);
- for (session_t client_id : client_ids) {
+ m_clients.lock();
+ for (auto &pair : m_clients.getClientList()) {
+ if (pair.second->getState() < CS_DefinitionsSent)
+ continue;
+ if (pair.second->net_proto_version < 39)
+ continue;
+
+ if (auto player = m_env->getPlayer(pair.second->peer_id))
+ sent_to.emplace_back(player);
/*
+ FIXME: this is a very awful hack
The network layer only guarantees ordered delivery inside a channel.
Since the very next packet could be one that uses the media, we have
to push the media over ALL channels to ensure it is processed before
- channel 1 (HUD)
- channel 0 (everything else: e.g. play_sound, object messages)
*/
- m_clients.send(client_id, 1, &pkt, true);
- m_clients.send(client_id, 0, &pkt, true);
+ m_clients.send(pair.second->peer_id, 1, &pkt, true);
+ m_clients.send(pair.second->peer_id, 0, &pkt, true);
}
+ m_clients.unlock();
return true;
}
void deleteParticleSpawner(const std::string &playername, u32 id);
- bool dynamicAddMedia(const std::string &filepath);
+ bool dynamicAddMedia(const std::string &filepath, std::vector<RemotePlayer*> &sent_to);
ServerInventoryManager *getInventoryMgr() const { return m_inventory_mgr.get(); }
void sendDetachedInventory(Inventory *inventory, const std::string &name, session_t peer_id);