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authorRogier <rogier777@gmail.com>2016-07-25 18:43:15 +0200
committerparamat <mat.gregory@virginmedia.com>2016-12-24 00:18:45 +0000
commita76e7698b21d51594d82e329d3825ee86e653295 (patch)
treea82a2002962ccac1aa01af6257d57d0c4bb973ad /src/script
parenta95f983ea8665bfd14289b142cef1185838cc531 (diff)
Make minetest abort on lua panic
Currently, lua does a regular exit() after a lua panic, which can make a problem hard to debug. Invoking FATAL_ERROR() instead will print some useful information, and abort() minetest, so that a debugger can be used to analyze the situation.
Diffstat (limited to 'src/script')
-rw-r--r--src/script/cpp_api/s_base.cpp13
-rw-r--r--src/script/cpp_api/s_base.h2
2 files changed, 15 insertions, 0 deletions
diff --git a/src/script/cpp_api/s_base.cpp b/src/script/cpp_api/s_base.cpp
index 679a517ee..cbe5735a7 100644
--- a/src/script/cpp_api/s_base.cpp
+++ b/src/script/cpp_api/s_base.cpp
@@ -40,6 +40,7 @@ extern "C" {
#include <stdio.h>
#include <cstdarg>
+#include <sstream>
class ModNameStorer
@@ -77,6 +78,8 @@ ScriptApiBase::ScriptApiBase() :
m_luastack = luaL_newstate();
FATAL_ERROR_IF(!m_luastac/* Minetest-c55 Copyright (C) 2010-2011 celeron55, Perttu Ahola <celeron55@gmail.com> This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 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 General Public License for more details. You should have received a copy of the GNU General Public Li const std::string &mod_name)
{
diff --git a/src/script/cpp_api/s_base.h b/src/script/cpp_api/s_base.h
index f52474f00..c27235255 100644
--- a/src/script/cpp_api/s_base.h
+++ b/src/script/cpp_api/s_base.h
@@ -118,6 +118,8 @@ protected:
#endif
private:
+ static int luaPanic(lua_State *L);
+
lua_State* m_luastack;
Server* m_server;
a(scene::ISceneManager* smgr, MapDrawControl& draw_control); ~Camera(); // Get player scene node. // This node is positioned at the player's torso (without any view bobbing),