#pragma once
#include "cpp_api/s_base.h"
#include "cpp_api/s_entity.h"
#include "cpp_api/s_env.h"
#include "cpp_api/s_inventory.h"
#include "cpp_api/s_modchannels.h"
#include "cpp_api/s_node.h"
#include "cpp_api/s_player.h"
#include "cpp_api/s_server.h"
#include "cpp_api/s_security.h"
#include "cpp_api/s_async.h"
struct PackedValue;
class ServerScripting:
virtual public ScriptApiBase,
public ScriptApiAsync,
public ScriptApiDetached,
public ScriptApiEntity,
public ScriptApiEnv,
public ScriptApiModChannels,
public ScriptApiNode,
public ScriptApiPlayer,
public ScriptApiServer,
public ScriptApiSecurity
{
public:
ServerScripting(Server* server);
void loadBuiltin();
void saveGlobals();
void initAsync() override;
protected:
bool checkPathInternal(const std::string &abs_path, bool write_required,
bool *write_allowed) override {
return ScriptApiSecurity::checkPathWithGamedef(getStack(),
abs_path, write_required, write_allowed);
}
bool modNamesAreTrusted() override { return true; }
private:
void InitializeModApi(lua_State *L, int top);
static void InitializeAsync(lua_State *L, int top);
};