Implement mod communication channels (#6351)
Implement network communication for channels * Implement ModChannel manager server side to route incoming messages from clients to other clients * Add signal handler switch on client & ModChannelMgr on client to handle channels * Add Lua API bindings + client packet sending + unittests * Implement server message sending * Add callback from received message handler to Lua API using registration method
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@ -71,3 +71,5 @@ core.registered_on_dignode, core.register_on_dignode = make_registration()
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core.registered_on_punchnode, core.register_on_punchnode = make_registration()
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core.registered_on_placenode, core.register_on_placenode = make_registration()
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core.registered_on_item_use, core.register_on_item_use = make_registration()
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core.registered_on_modchannel_message, core.register_on_modchannel_message = make_registration()
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core.registered_on_modchannel_signal, core.register_on_modchannel_signal = make_registration()
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@ -583,6 +583,7 @@ core.registered_on_punchplayers, core.register_on_punchplayer = make_registratio
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core.registered_on_priv_grant, core.register_on_priv_grant = make_registration()
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core.registered_on_priv_revoke, core.register_on_priv_revoke = make_registration()
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core.registered_can_bypass_userlimit, core.register_can_bypass_userlimit = make_registration()
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core.registered_on_modchannel_message, core.register_on_modchannel_message = make_registration()
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--
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-- Compatibility for on_mapgen_init()
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@ -928,6 +928,9 @@ player_transfer_distance (Player transfer distance) int 0
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# Whether to allow players to damage and kill each other.
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enable_pvp (Player versus Player) bool true
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# Enable mod channels support.
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enable_mod_channels (Mod channels) bool false
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# If this is set, players will always (re)spawn at the given position.
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static_spawnpoint (Static spawnpoint) string
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