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path: root/src/script/lua_api/l_settings.cpp
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/*
Minetest
Copyright (C) 2013 PilzAdam <pilzadam@minetest.net>

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.
*/

#include "lua_api/l_settings.h"
#include "lua_api/l_internal.h"
#include "cpp_api/s_security.h"
#include "util/string.h" // FlagDesc
#include "settings.h"
#include "noise.h"
#include "log.h"


#define SET_SECURITY_CHECK(L, name) \
	if (o->m_settings == g_settings && ScriptApiSecurity::isSecure(L) && \
			name.compare(0, 7, "secure.") == 0) { \
		throw LuaError("Attempt to set secure setting."); \
	}

LuaSettings::LuaSettings(Settings *settings, const std::string &filename) :
	m_settings(settings),
	m_filename(filename)
{
}

LuaSettings::LuaSettings(const std::string &filename, bool write_allowed) :
	m_filename(filename),
	m_is_own_settings(true),
	m_write_allowed(write_allowed)
{
	m_settings = new Settings();
	m_settings->readConfigFile(filename.c_str());
}

LuaSettings::~LuaSettings()
{
	if (m_is_own_settings)
		delete m_settings;
}


void LuaSettings::create(lua_State *L, Settings *settings,
		const std::string &filename)
{
	LuaSettings *o = new LuaSettings(settings, filename);
	*(void **)(lua_newuserdata(L, sizeof(void *))) = o;
	luaL_getmetatable(L, className);
	lua_setmetatable(L, -2);
}


// garbage collector
int LuaSettings::gc_object(lua_State* L)
{
	LuaSettings* o = *(LuaSettings **)(lua_touserdata(L, 1));
	delete o;
	return 0;
}


// get(self, key) -> value
int LuaSettings::l_get(lua_State* L)
{
	NO_MAP_LOCK_REQUIRED;
	LuaSettings* o = checkobject(L, 1);

	std::string key = std::string(luaL_checkstring(L, 2));
	if (o->m_settings->exists(key)) {
		std::string value = o->m_settings->get(key);
		lua_pushstring(L, value.c_str());
	} else {
		lua_pushnil(L);
	}

	return 1;
}

// get_bool(self, key) -> boolean
int LuaSettings::l_get_bool(lua_State* L)
{
	NO_MAP_LOCK_REQUIRED;
	LuaSettings* o = checkobject(L, 1);

	std::string key = std::string(luaL_checkstring(L, 2));
	if (o->m_settings->exists(key)) {
		bool value = o->m_settings->getBool(key);
		lua_pushboolean(L, value);
	} else {
		// Push default value
		if (lua_isboolean(L, 3))
			lua_pushboolean(L, readParam<bool>(L, 3));
		else
			lua_pushnil(L);
	}

	return 1;
}

// get_np_group(self, key) -> value
int LuaSettings::l_get_np_group(lua_State *L)
{
	NO_MAP_LOCK_REQUIRED;
	LuaSettings *o = checkobject(L, 1);

	std::string key = std::string(luaL_checkstring(L, 2));
	if (o->m_settings->exists(key)) {
		NoiseParams np;
		o->m_settings->getNoiseParams(key, np);
		push_noiseparams(L, &np);
	} else {
		lua_pushnil(L);
	}

	return 1;
}

int LuaSettings::l_get_flags(lua_State *L)
{
	NO_MAP_LOCK_REQUIRED;
	LuaSettings *o = checkobject(L, 1);
	std::string key = std::string(luaL_checkstring(L, 2));

	u32 flags = 0;
	auto flagdesc = o->m_settings->getFlagDescFallback(key);
	if (o->m_settings->getFlagStrNoEx(key, flags, flagdesc)) {
		lua_newtable(L);
		int table = lua_gettop(L);
		for (size_t i = 0; flagdesc[i].name; ++i) {
			lua_pushboolean(L, flags & flagdesc[i].flag);
			lua_setfield(L, table, flagdesc[i].name);
		}
		lua_pushvalue(L, table);
	} else {
		lua_pushnil(L);
	}

	return 1;
}

// set(self, key, value)
int LuaSettings::l_set(lua_State* L)
{
	NO_MAP_LOCK_REQUIRED;
	LuaSettings* o = checkobject(L, 1);

	std::string key = std::string(luaL_checkstring(L, 2));
	const char* value = luaL_checkstring(L, 3);

	SET_SECURITY_CHECK(L, key);

	if (!o->m_settings->set(key, value))
		throw LuaError("Invalid sequence found in setting parameters");

	return 0;
}

// set_bool(self, key, value)
int LuaSettings::l_set_bool(lua_State* L)
{
	NO_MAP_LOCK_REQUIRED;
	LuaSettings* o = checkobject(L, 1);

	std::string key = std::string(luaL_checkstring(L, 2));
	bool value = readParam<bool>(L, 3);

	SET_SECURITY_CHECK(L, key);

	o->m_settings->setBool(key, value);

	return 1;
}

// set(self, key, value)
int LuaSettings::l_set_np_group(lua_State *L)
{
	NO_MAP_LOCK_REQUIRED;
	LuaSettings *o = checkobject(L, 1);

	std::string key = std::string(luaL_checkstring(L, 2));
	NoiseParams value;
	read_noiseparams(L, 3, &value);

	SET_SECURITY_CHECK(L, key);

	o->m_settings->setNoiseParams(key, value, false);

	return 0;
}

// remove(self, key) -> success
int LuaSettings::l_remove(lua_State* L)
{
	NO_MAP_LOCK_REQUIRED;
	LuaSettings* o = checkobject(L, 1);

	std::string key = std::string(luaL_checkstring(L, 2));

	SET_SECURITY_CHECK(L, key);

	bool success = o->m_settings->remove(key);
	lua_pushboolean(L, success);

	return 1;
}

// get_names(self) -> {key1, ...}
int LuaSettings::l_get_names(lua_State* L)
{
	NO_MAP_LOCK_REQUIRED;
	LuaSettings* o = checkobject(L, 1);

	std::vector<std::string> keys = o->m_settings->getNames();

	lua_newtable(L);
	for (unsigned int i=0; i < keys.size(); i++)
	{
		lua_pushstring(L, keys[i].c_str());
		lua_rawseti(L, -2, i + 1);
	}

	return 1;
}

// write(self) -> success
int LuaSettings::l_write(lua_State* L)
{
	NO_MAP_LOCK_REQUIRED;
	LuaSettings* o = checkobject(L, 1);

	if (!o->m_write_allowed) {
		throw LuaError("Settings: writing " + o->m_filename +
				" not allowed with mod security on.");
	}

	bool success = o->m_settings->updateConfigFile(o->m_filename.c_str());
	lua_pushboolean(L, success);

	return 1;
}

// to_table(self) -> {[key1]=value1,...}
int LuaSettings::l_to_table(lua_State* L)
{
	NO_MAP_LOCK_REQUIRED;
	LuaSettings* o = checkobject(L, 1);

	std::vector<std::string> keys = o->m_settings->getNames();

	lua_newtable(L);
	for (const std::string &key : keys) {
		lua_pushstring(L, o->m_settings->get(key).c_str());
		lua_setfield(L, -2, key.c_str());
	}

	return 1;
}


void LuaSettings::Register(lua_State* L)
{
	lua_newtable(L);
	int methodtable = lua_gettop(L);
	luaL_newmetatable(L, className);
	int metatable = lua_gettop(L);

	lua_pushliteral(L, "__metatable");
	lua_pushvalue(L, methodtable);
	lua_settable(L, metatable);  // hide metatable from Lua getmetatable()

	lua_pushliteral(L, "__index");
	lua_pushvalue(L, methodtable);
	lua_settable(L, metatable);

	lua_pushliteral(L, "__gc");
	lua_pushcfunction(L, gc_object);
	lua_settable(L, metatable);

	lua_pop(L, 1);  // drop metatable

	luaL_openlib(L, 0, methods, 0);  // fill methodtable
	lua_pop(L, 1);  // drop methodtable

	// Can be created from Lua (Settings(filename))
	lua_register(L, className, create_object);
}

// LuaSettings(filename)
// Creates a LuaSettings and leaves it on top of the stack
int LuaSettings::create_object(lua_State* L)
{
	NO_MAP_LOCK_REQUIRED;
	bool write_allowed = true;
	const char* filename = luaL_checkstring(L, 1);
	CHECK_SECURE_PATH_POSSIBLE_WRITE(L, filename, &write_allowed);
	LuaSettings* o = new LuaSettings(filename, write_allowed);
	*(void **)(lua_newuserdata(L, sizeof(void *))) = o;
	luaL_getmetatable(L, className);
	lua_setmetatable(L, -2);
	return 1;
}

LuaSettings* LuaSettings::checkobject(lua_State* L, int narg)
{
	NO_MAP_LOCK_REQUIRED;
	luaL_checktype(L, narg, LUA_TUSERDATA);
	void *ud = luaL_checkudata(L, narg, className);
	if (!ud)
		luaL_typerror(L, narg, className);
	return *(LuaSettings**) ud;  // unbox pointer
}

const char LuaSettings::className[] = "Settings";
const luaL_Reg LuaSettings::methods[] = {
	luamethod(LuaSettings, get),
	luamethod(LuaSettings, get_bool),
	luamethod(LuaSettings, get_np_group),
	luamethod(LuaSettings, get_flags),
	luamethod(LuaSettings, set),
	luamethod(LuaSettings, set_bool),
	luamethod(LuaSettings, set_np_group),
	luamethod(LuaSettings, remove),
	luamethod(LuaSettings, get_names),
	luamethod(LuaSettings, write),
	luamethod(LuaSettings, to_table),
	{0,0}
};
pan> while advtrains.wagons[new_id] do new_id=advtrains.random_id() end local wgn = {} wgn.type = wtype wgn.seatp = {} wgn.owner = owner wgn.id = new_id ---wgn.train_id = train_id --- will get this via update_trainpart_properties advtrains.wagons[new_id] = wgn --atdebug("Created new wagon:",wgn) return new_id end local function make_inv_name(uid) return "detached:advtrains_wgn_"..uid end local wagon={ collisionbox = {-0.5,-0.5,-0.5, 0.5,0.5,0.5}, --physical = true, visual = "mesh", mesh = "wagon.b3d", visual_size = {x=1, y=1}, textures = {"black.png"}, is_wagon=true, wagon_span=1,--how many index units of space does this wagon consume wagon_width=3, -- Wagon width in meters has_inventory=false, static_save=false, } function wagon:train() local data = advtrains.wagons[self.id] return advtrains.trains[data.train_id] end function wagon:on_activate(sd_uid, dtime_s) if sd_uid~="" then --destroy when loaded from static block. self.object:remove() return end self.object:set_armor_groups({immortal=1}) end local function invcallback(id, pname, rtallow, rtfail) local data = advtrains.wagons[id] if data and advtrains.check_driving_couple_protection(pname, data.owner, data.whitelist) then return rtallow end return rtfail end function wagon:set_id(wid) self.id = wid self.initialized = true local data = advtrains.wagons[self.id] advtrains.wagon_objects[self.id] = self.object --atdebug("Created wagon entity:",self.name," w_id",wid," t_id",data.train_id) if self.has_inventory then --to be used later local inv=minetest.get_inventory({type="detached", name="advtrains_wgn_"..self.id}) -- create inventory, if not yet created if not inv then inv=minetest.create_detached_inventory("advtrains_wgn_"..self.id, { allow_move = function(inv, from_list, from_index, to_list, to_index, count, player) return invcallback(wid, player:get_player_name(), count, 0) end, allow_put = function(inv, listname, index, stack, player) return invcallback(wid, player:get_player_name(), stack:get_count(), 0) end, allow_take = function(inv, listname, index, stack, player) return invcallback(wid, player:get_player_name(), stack:get_count(), 0) end }) if data.ser_inv then advtrains.deserialize_inventory(data.ser_inv, inv) end if self.inventory_list_sizes then for lst, siz in pairs(self.inventory_list_sizes) do inv:set_size(lst, siz) end end end end self.door_anim_timer=0 self.door_state=0 minetest.after(0.2, function() self:reattach_all() end) if self.set_textures then self:set_textures(data) end if self.custom_on_activate then self:custom_on_activate() end end function wagon:get_staticdata() return "STATIC" end function wagon:ensure_init() -- Note: A wagon entity won't exist when there's no train, because the train is -- the thing that actually creates the entity -- Train not being set just means that this will happen as soon as the train calls update_trainpart_properties. if self.initialized and self.id then local data = advtrains.wagons[self.id] if data and data.train_id and self:train() then if self.noninitticks then self.noninitticks=nil end return true end end if not self.noninitticks then atwarn("wagon",self.id,"uninitialized init=",self.initialized) self.noninitticks=0 end self.noninitticks=self.noninitticks+1 if self.noninitticks>20 then atwarn("wagon",self.id,"uninitialized, removing") self:destroy() else self.object:setvelocity({x=0,y=0,z=0}) end return false end function wagon:train() local data = advtrains.wagons[self.id] return advtrains.trains[data.train_id] end -- Remove the wagon function wagon:on_punch(puncher, time_from_last_punch, tool_capabilities, direction) return advtrains.pcall(function() if not self:ensure_init() then return end local data = advtrains.wagons[self.id] if not puncher or not puncher:is_player() then return end if data.owner and puncher:get_player_name()~=data.owner and (not minetest.check_player_privs(puncher, {train_admin = true })) then minetest.chat_send_player(puncher:get_player_name(), attrans("This wagon is owned by @1, you can't destroy it.", data.owner)); return end if self.custom_may_destroy then if not self.custom_may_destroy(self, puncher, time_from_last_punch, tool_capabilities, direction) then return end end local itemstack = puncher:get_wielded_item() -- WARNING: This part of the API is guaranteed to change! DO NOT USE! if self.set_livery and itemstack:get_name() == "bike:painter" then self:set_livery(puncher, itemstack, data) return end -- check whether wagon has an inventory. Is is empty? if self.has_inventory then local inv=minetest.get_inventory({type="detached", name="advtrains_wgn_"..self.id}) if not inv then -- inventory is not initialized when wagon was never loaded - should never happen atwarn("Destroying wagon with inventory, but inventory is not found? Shouldn't happen!") return end for listname, _ in pairs(inv:get_lists()) do if not inv:is_empty(listname) then minetest.chat_send_player(puncher:get_player_name(), attrans("The wagon's inventory is not empty!")); return end end end if #(self:train().trainparts)>1 then minetest.chat_send_player(puncher:get_player_name(), attrans("Wagon needs to be decoupled from other wagons in order to destroy it.")); return end local pc=puncher:get_player_control() if not pc.sneak then minetest.chat_send_player(puncher:get_player_name(), attrans("Warning: If you destroy this wagon, you only get some steel back! If you are sure, hold Sneak and left-click the wagon.")) return end if not self:destroy() then return end local inv = puncher:get_inventory() for _,item in ipairs(self.drops or {self.name}) do inv:add_item("main", item) end end) end function wagon:destroy() --some rules: -- you get only some items back -- single left-click shows warning -- shift leftclick destroys -- not when a driver is inside if self.id then local data = advtrains.wagons[self.id] if not data then atwarn("wagon:destroy(): data is not set!") return end if self.custom_on_destroy then self.custom_on_destroy(self) end for seat,_ in pairs(data.seatp) do self:get_off(seat) end if data.train_id and self:train() then advtrains.remove_train(data.train_id) advtrains.wagons[self.id]=nil if self.discouple then self.discouple.object:remove() end--will have no effect on unloaded objects end end --atdebug("[wagon ", self.id, "]: destroying") self.object:remove() return true end function wagon:on_step(dtime) return advtrains.pcall(function() if not self:ensure_init() then return end local t=os.clock() local pos = self.object:getpos() local data = advtrains.wagons[self.id] if not pos then --atdebug("["..self.id.."][fatal] missing position (object:getpos() returned nil)") return end if not data.seatp then data.seatp={} end if not self.seatpc then self.seatpc={} end local train=self:train() --custom on_step function if self.custom_on_step then self:custom_on_step(dtime, data, train) end --driver control for seatno, seat in ipairs(self.seats) do local pname=data.seatp[seatno] local driver=pname and minetest.get_player_by_name(pname) local has_driverstand = pname and advtrains.check_driving_couple_protection(pname, data.owner, data.whitelist) if self.seat_groups then has_driverstand = has_driverstand and (seat.driving_ctrl_access or self.seat_groups[seat.group].driving_ctrl_access) else has_driverstand = has_driverstand and (seat.driving_ctrl_access) end if has_driverstand and driver then advtrains.update_driver_hud(driver:get_player_name(), self:train(), data.wagon_flipped) elseif driver then --only show the inside text local inside=self:train().text_inside or "" advtrains.set_trainhud(driver:get_player_name(), inside) end if driver and driver:get_player_control_bits()~=self.seatpc[seatno] then local pc=driver:get_player_control() self.seatpc[seatno]=driver:get_player_control_bits() if has_driverstand then --regular driver stand controls advtrains.on_control_change(pc, self:train(), data.wagon_flipped) --bordcom if pc.sneak and pc.jump then self:show_bordcom(data.seatp[seatno]) end --sound horn when required if self.horn_sound and pc.aux1 and not pc.sneak and not self.horn_handle then self.horn_handle = minetest.sound_play(self.horn_sound, { object = self.object, gain = 1.0, -- default max_hear_distance = 128, -- default, uses an euclidean metric loop = true, }) elseif not pc.aux1 and self.horn_handle then minetest.sound_stop(self.horn_handle) self.horn_handle = nil end else -- If on a passenger seat and doors are open, get off when W or D pressed. local pass = data.seatp[seatno] and minetest.get_player_by_name(data.seatp[seatno]) if pass and self:train().door_open~=0 then local pc=pass:get_player_control() if pc.up or pc.down then self:get_off(seatno) end end end if pc.aux1 and pc.sneak then self:get_off(seatno) end end end --check infotext local outside=train.text_outside or "" if setting_show_ids then outside = outside .. "\nT:" .. data.train_id .. " W:" .. self.id .. " O:" .. data.owner end --show off-track information in outside text instead of notifying the whole server about this if train.off_track then outside = outside .."\n!!! Train off track !!!" end if self.infotext_cache~=outside then self.object:set_properties({infotext=outside}) self.infotext_cache=outside end local fct=data.wagon_flipped and -1 or 1 --door animation if self.doors then if (self.door_anim_timer or 0)<=0 then local dstate = (train.door_open or 0) * fct if dstate ~= self.door_state then local at --meaning of the train.door_open field: -- -1: left doors (rel. to train orientation) -- 0: closed -- 1: right doors --this code produces the following behavior: -- if changed from 0 to +-1, play open anim. if changed from +-1 to 0, play close. -- if changed from +-1 to -+1, first close and set 0, then it will detect state change again and run open. if self.door_state == 0 then if self.doors.open.sound then minetest.sound_play(self.doors.open.sound, {object = self.object}) end at=self.doors.open[dstate] self.object:set_animation(at.frames, at.speed or 15, at.blend or 0, false) self.door_state = dstate else if self.doors.close.sound then minetest.sound_play(self.doors.close.sound, {object = self.object}) end at=self.doors.close[self.door_state or 1]--in case it has not been set yet self.object:set_animation(at.frames, at.speed or 15, at.blend or 0, false) self.door_state = 0 end self.door_anim_timer = at.time end else self.door_anim_timer = (self.door_anim_timer or 0) - dtime end end --for path to be available. if not, skip step if not train.path or train.no_step then self.object:setvelocity({x=0, y=0, z=0}) self.object:setacceleration({x=0, y=0, z=0}) return end if not data.pos_in_train then return end -- Calculate new position, yaw and direction vector local index = advtrains.path_get_index_by_offset(train, train.index, -data.pos_in_train) local pos, yaw, npos, npos2 = advtrains.path_get_interpolated(train, index) local vdir = vector.normalize(vector.subtract(npos2, npos)) --automatic get_on --needs to know index and path if self.door_entry and train.door_open and train.door_open~=0 and train.velocity==0 then --using the mapping created by the trainlogic globalstep for i, ino in ipairs(self.door_entry) do --fct is the flipstate flag from door animation above local aci = advtrains.path_get_index_by_offset(train, index, ino*fct) local ix1, ix2 = advtrains.path_get_adjacent(train, aci) -- the two wanted positions are ix1 and ix2 + (2nd-1st rotated by 90deg) -- (x z) rotated by 90deg is (-z x) (http://stackoverflow.com/a/4780141) local add = { x = (ix2.z-ix1.z)*train.door_open, y = 0, z = (ix1.x-ix2.x)*train.door_open } local pts1=vector.round(vector.add(ix1, add)) local pts2=vector.round(vector.add(ix2, add)) if minetest.get_item_group(minetest.get_node(pts1).name, "platform")>0 then local ckpts={ pts1, pts2, vector.add(pts1, {x=0, y=1, z=0}), vector.add(pts2, {x=0, y=1, z=0}), } for _,ckpos in ipairs(ckpts) do local cpp=minetest.pos_to_string(ckpos) if advtrains.playersbypts[cpp] then self:on_rightclick(advtrains.playersbypts[cpp]) end end end end end --checking for environment collisions(a 3x3 cube around the center) if not train.recently_collided_with_env then local collides=false local exh = self.extent_h or 1 local exv = self.extent_v or 2 for x=-exh,exh do for y=0,exv do for z=-exh,exh do local node=minetest.get_node_or_nil(vector.add(npos, {x=x, y=y, z=z})) if (advtrains.train_collides(node)) then collides=true end end end end if collides then -- screw collision mercy train.recently_collided_with_env=true train.velocity=0 advtrains.atc.train_reset_command(train) end end --DisCouple -- FIX: Need to do this after the yaw calculation if data.pos_in_trainparts and data.pos_in_trainparts>1 then if train.velocity==0 then if not self.discouple or not self.discouple.object:getyaw() then atprint(self.id,"trying to spawn discouple") local dcpl_pos = vector.add(pos, {y=0, x=-math.sin(yaw)*self.wagon_span, z=math.cos(yaw)*self.wagon_span}) local object=minetest.add_entity(dcpl_pos, "advtrains:discouple") if object then local le=object:get_luaentity() le.wagon=self --box is hidden when attached, so unuseful. --object:set_attach(self.object, "", {x=0, y=0, z=self.wagon_span*10}, {x=0, y=0, z=0}) self.discouple=le end end else if self.discouple and self.discouple.object:getyaw() then self.discouple.object:remove() atprint(self.id," removing discouple") end end end --FIX: use index of the wagon, not of the train. local velocity = train.velocity local acceleration = (train.acceleration or 0) local velocityvec = vector.multiply(vdir, velocity) local accelerationvec = vector.multiply(vdir, acceleration) if data.wagon_flipped then yaw=yaw+math.pi end -- this timer runs off every 2 seconds. self.updatepct_timer=(self.updatepct_timer or 0)-dtime local updatepct_timer_elapsed = self.updatepct_timer<=0 if updatepct_timer_elapsed then --restart timer self.updatepct_timer=2 -- perform checks that are not frequently needed -- unload entity if out of range (because relevant pr won't be merged in engine) -- This is a WORKAROUND! local players_in = false for sno,pname in pairs(data.seatp) do if minetest.get_player_by_name(pname) then -- Fix: If the RTT is too high, a wagon might be recognized out of range even if a player sits in it -- (client updates position not fast enough) players_in = true break end end if not players_in then local outofrange = true for _,p in pairs(minetest.get_connected_players()) do if vector.distance(p:get_pos(),pos)<=unload_wgn_range then outofrange = false end end if outofrange then --atdebug("wagon",self.id,"unloading (too far away)") self.object:remove() end end end if not self.old_velocity_vector or not vector.equals(velocityvec, self.old_velocity_vector) or not self.old_acceleration_vector or not vector.equals(accelerationvec, self.old_acceleration_vector) or self.old_yaw~=yaw or updatepct_timer_elapsed then--only send update packet if something changed self.object:setpos(pos) self.object:setvelocity(velocityvec)