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-rw-r--r--source/game/StarCelestialDatabase.cpp2
-rw-r--r--source/game/StarUniverseClient.cpp3
2 files changed, 4 insertions, 1 deletions
diff --git a/source/game/StarCelestialDatabase.cpp b/source/game/StarCelestialDatabase.cpp
index ac9f14f..d5ba7df 100644
--- a/source/game/StarCelestialDatabase.cpp
+++ b/source/game/StarCelestialDatabase.cpp
@@ -207,7 +207,7 @@ bool CelestialMasterDatabase::coordinateValid(CelestialCoordinate const& coordin
Maybe<CelestialCoordinate> CelestialMasterDatabase::findRandomWorld(unsigned tries, unsigned trySpatialRange,
function<bool(CelestialCoordinate)> filter, Maybe<uint64_t> seed) {
//RecursiveMutexLocker locker(m_mutex);
- // We don't need this mutex, the other calls are locking anyway.
+ // We don't need this lock, the other calls are locking anyway.
// Having this here is just stopping other threads from having a go in here until we've found a world.
RandomSource randSource;
if (seed)
diff --git a/source/game/StarUniverseClient.cpp b/source/game/StarUniverseClient.cpp
index bc1b0b9..35a74b0 100644
--- a/source/game/StarUniverseClient.cpp
+++ b/source/game/StarUniverseClient.cpp
@@ -22,6 +22,7 @@
#include "StarQuestManager.hpp"
#include "StarPlayerUniverseMap.hpp"
#include "StarWorldTemplate.hpp"
+#include "StarCelestialLuaBindings.hpp"
namespace Star {
@@ -449,6 +450,8 @@ void UniverseClient::setLuaCallbacks(String const& groupName, LuaCallbacks const
}
void UniverseClient::startLua() {
+ setLuaCallbacks("celestial", LuaBindings::makeCelestialCallbacks(this));
+
auto assets = Root::singleton().assets();
for (auto& p : assets->json("/client.config:universeScriptContexts").toObject()) {
auto scriptComponent = make_shared<ScriptComponent>();