minetest/src/script/lua_api/l_util.h
est31 5e507c9829 Add server side ncurses terminal
This adds a chat console the server owner can use for administration
or to talk with players.
It runs in its own thread, which makes the user interface immune to
the server's lag, behaving just like a client, except timeout.
As it uses the same console code as the f10 console, things like nick
completion or a scroll buffer basically come for free.
The terminal itself is written in a general way so that adding a
client version later on is just about implementing an interface.

Fatal errors are printed after the console exists and the ncurses
terminal buffer gets cleaned up with endwin(), so that the error still
remains visible.

The server owner can chose their username their entered text will
have in chat and where players can send PMs to.
Once the username is secured with a password to prevent anybody to
take over the server, the owner can execute admin tasks over the
console.

This change includes a contribution by @kahrl who has improved ncurses
library detection.
2015-11-06 08:51:14 +01:00

107 lines
2.8 KiB
C++

/*
Minetest
Copyright (C) 2013 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 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 Lesser General Public License for more details.
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.
*/
#ifndef L_UTIL_H_
#define L_UTIL_H_
#include "lua_api/l_base.h"
class AsyncEngine;
class ModApiUtil : public ModApiBase {
private:
/*
NOTE:
The functions in this module are available in the in-game API
as well as in the mainmenu API.
All functions that don't require either a Server or
GUIEngine instance should be in here.
*/
// log([level,] text)
// Writes a line to the logger.
// The one-argument version logs to infostream.
// The two-argument version accepts a log level.
static int l_log(lua_State *L);
// get us precision time
static int l_get_us_time(lua_State *L);
// setting_set(name, value)
static int l_setting_set(lua_State *L);
// setting_get(name)
static int l_setting_get(lua_State *L);
// setting_setbool(name, value)
static int l_setting_setbool(lua_State *L);
// setting_getbool(name)
static int l_setting_getbool(lua_State *L);
// setting_save()
static int l_setting_save(lua_State *L);
// parse_json(str[, nullvalue])
static int l_parse_json(lua_State *L);
// write_json(data[, styled])
static int l_write_json(lua_State *L);
// get_dig_params(groups, tool_capabilities[, time_from_last_punch])
static int l_get_dig_params(lua_State *L);
// get_hit_params(groups, tool_capabilities[, time_from_last_punch])
static int l_get_hit_params(lua_State *L);
// get_password_hash(name, raw_password)
static int l_get_password_hash(lua_State *L);
// is_yes(arg)
static int l_is_yes(lua_State *L);
// get_builtin_path()
static int l_get_builtin_path(lua_State *L);
// compress(data, method, ...)
static int l_compress(lua_State *L);
// decompress(data, method, ...)
static int l_decompress(lua_State *L);
// mkdir(path)
static int l_mkdir(lua_State *L);
// get_dir_list(path, is_dir)
static int l_get_dir_list(lua_State *L);
// request_insecure_environment()
static int l_request_insecure_environment(lua_State *L);
public:
static void Initialize(lua_State *L, int top);
static void InitializeAsync(AsyncEngine& engine);
};
#endif /* L_UTIL_H_ */