a player joined.
* This function may be overwritten by mods to customize the status message.
* `minetest.get_server_uptime()`: returns the server uptime in seconds
+* `minetest.get_server_max_lag()`: returns the current maximum lag
+ of the server in seconds or nil if server is not fully loaded yet
* `minetest.remove_player(name)`: remove player from database (if they are not
connected).
* As auth data is not removed, minetest.player_exists will continue to
return 1;
}
+// get_server_max_lag()
+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());
+ return 1;
+}
// print(text)
int ModApiServer::l_print(lua_State *L)
API_FCT(request_shutdown);
API_FCT(get_server_status);
API_FCT(get_server_uptime);
+ API_FCT(get_server_max_lag);
API_FCT(get_worldpath);
API_FCT(is_singleplayer);
// get_server_uptime()
static int l_get_server_uptime(lua_State *L);
+ // get_server_max_lag()
+ static int l_get_server_max_lag(lua_State *L);
+
// get_worldpath()
static int l_get_worldpath(lua_State *L);