662f12da96
adds necessary clientsMutex lock, and returns false if sending failed
33 lines
1.4 KiB
C++
33 lines
1.4 KiB
C++
#pragma once
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#include "StarLua.hpp"
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#include "StarGameTypes.hpp"
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#include "StarRpcThreadPromise.hpp"
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namespace Star {
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STAR_CLASS(UniverseServer);
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namespace LuaBindings {
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LuaCallbacks makeUniverseServerCallbacks(UniverseServer* universe);
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namespace UniverseServerCallbacks {
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List<ConnectionId> clientIds(UniverseServer* universe);
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size_t numberOfClients(UniverseServer* universe);
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bool isConnectedClient(UniverseServer* universe, ConnectionId arg1);
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String clientNick(UniverseServer* universe, ConnectionId arg1);
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Maybe<ConnectionId> findNick(UniverseServer* universe, String const& arg1);
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void adminBroadcast(UniverseServer* universe, String const& arg1);
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void adminWhisper(UniverseServer* universe, ConnectionId arg1, String const& arg2);
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bool isAdmin(UniverseServer* universe, ConnectionId arg1);
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bool isPvp(UniverseServer* universe, ConnectionId arg1);
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void setPvp(UniverseServer* universe, ConnectionId arg1, Maybe<bool> arg2);
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bool isWorldActive(UniverseServer* universe, String const& worldId);
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StringList activeWorlds(UniverseServer* universe);
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RpcThreadPromise<Json> sendWorldMessage(UniverseServer* universe, String const& worldId, String const& message, LuaVariadic<Json> args);
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bool sendPacket(UniverseServer* universe, ConnectionId clientId, String const& packetTypeName, Json const& args);
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String clientWorld(UniverseServer* universe, ConnectionId clientId);
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}
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}
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}
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