Refactor code for invoke_lua_source and world.init. Also, add compile_commands.json to luprex
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@@ -216,11 +216,11 @@ public:
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// This is used to create a temporary actor which is used during
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// the login process.
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//
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// If this is a master model, The function 'login.initialize'
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// If this is a master model, The function 'login.init'
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// called. Then, the following login flags are set:
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// can_be_controlled, is_controlled, and delete_on_disconnect.
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//
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// In a client model, 'login.initialize' is not called,
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// In a client model, 'login.init' is not called,
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// and the login flags are not used in client models.
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//
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int64_t create_login_actor();
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@@ -265,19 +265,21 @@ public:
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//
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const PrintBuffer *get_printbuffer(int64_t actor_id);
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// Update the source database from disk.
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// Rebuild the global environment from the source database.
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//
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// Returns true if the rebuild goes without errors.
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//
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bool rebuild_sourcedb();
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// Update the source database from disk, then rebuild the global environment.
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//
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// Special case: if the source pointer is nullptr, does not update.
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// The final form takes a sourcepk, a serialized representation
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// of a LuaSourceVec.
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//
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void update_source(const util::LuaSourceVec &source);
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void update_source(const util::LuaSourcePtr &source);
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void update_source(std::string_view sourcepk);
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// Rebuild the source database.
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// Returns true if the update goes without errors.
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//
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void rebuild_sourcedb();
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bool update_source(const util::LuaSourceVec &source);
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bool update_source(const util::LuaSourcePtr &source);
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bool update_source(std::string_view sourcepk);
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// Supply an HTTP response to an outstanding HTTP request.
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//
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