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-rw-r--r--clientmods/preview/init.lua7
-rw-r--r--doc/client_lua_api.md3
-rw-r--r--src/client.cpp10
-rw-r--r--src/client.h1
-rw-r--r--src/script/lua_api/l_client.cpp18
-rw-r--r--src/script/lua_api/l_client.h3
6 files changed, 37 insertions, 5 deletions
diff --git a/clientmods/preview/init.lua b/clientmods/preview/init.lua
index c57a62155..07464e927 100644
--- a/clientmods/preview/init.lua
+++ b/clientmods/preview/init.lua
@@ -127,3 +127,10 @@ core.register_chatcommand("list_players", {
core.display_chat_message(dump(core.get_player_names()))
end
})
+
+core.register_chatcommand("disconnect", {
+ description = "Exit to main menu",
+ func = function(param)
+ core.disconnect()
+ end,
+})
diff --git a/doc/client_lua_api.md b/doc/client_lua_api.md
index d5ccef5d3..deb5bfb13 100644
--- a/doc/client_lua_api.md
+++ b/doc/client_lua_api.md
@@ -698,6 +698,9 @@ Call these functions only at load time!
### Client Environment
* `minetest.get_player_names()`
* Returns list of player names on server
+* `minetest.disconnect()`
+ * Disconnect from the server and exit to main menu.
+ * Returns `false` if the client is already disconnecting otherwise returns `true`.
### Misc.
* `minetest.parse_json(string[, nullvalue])`: returns something
diff --git a/src/client.cpp b/src/client.cpp
index 8bbaa83bd..e710624d5 100644
--- a/src/client.cpp
+++ b/src/client.cpp
@@ -260,7 +260,8 @@ Client::Client(
m_localdb(NULL),
m_script(NULL),
m_mod_storage_save_timer(10.0f),
- m_game_ui_flags(game_ui_flags)
+ m_game_ui_flags(game_ui_flags),
+ m_shutdown(false)
{
// Add local player
m_env.setLocalPlayer(new LocalPlayer(this, playername));
@@ -346,6 +347,7 @@ const ModSpec* Client::getModSpec(const std::string &modname) const
void Client::Stop()
{
+ m_shutdown = true;
// Don't disable this part when modding is disabled, it's used in builtin
m_script->on_shutdown();
//request all client managed threads to stop
@@ -361,14 +363,12 @@ void Client::Stop()
bool Client::isShutdown()
{
-
- if (!m_mesh_update_thread.isRunning()) return true;
-
- return false;
+ return m_shutdown || !m_mesh_update_thread.isRunning();
}
Client::~Client()
{
+ m_shutdown = true;
m_con.Disconnect();
m_mesh_update_thread.stop();
diff --git a/src/client.h b/src/client.h
index 84adf81d8..e565acd93 100644
--- a/src/client.h
+++ b/src/client.h
@@ -737,6 +737,7 @@ private:
float m_mod_storage_save_timer;
GameUIFlags *m_game_ui_flags;
+ bool m_shutdown;
DISABLE_CLASS_COPY(Client);
};
diff --git a/src/script/lua_api/l_client.cpp b/src/script/lua_api/l_client.cpp
index 7cb89188d..5f9474702 100644
--- a/src/script/lua_api/l_client.cpp
+++ b/src/script/lua_api/l_client.cpp
@@ -25,8 +25,11 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "gettext.h"
#include "l_internal.h"
#include "lua_api/l_item.h"
+#include "mainmenumanager.h"
#include "util/string.h"
+extern MainGameCallback *g_gamecallback;
+
int ModApiClient::l_get_current_modname(lua_State *L)
{
lua_rawgeti(L, LUA_REGISTRYINDEX, CUSTOM_RIDX_CURRENT_MOD_NAME);
@@ -107,6 +110,20 @@ int ModApiClient::l_send_respawn(lua_State *L)
return 0;
}
+// disconnect()
+int ModApiClient::l_disconnect(lua_State *L)
+{
+ // Stops badly written Lua code form causing boot loops
+ if (getClient(L)->isShutdown()) {
+ lua_pushboolean(L, false);
+ return 1;
+ }
+
+ g_gamecallback->disconnect();
+ lua_pushboolean(L, true);
+ return 1;
+}
+
// gettext(text)
int ModApiClient::l_gettext(lua_State *L)
{
@@ -178,4 +195,5 @@ void ModApiClient::Initialize(lua_State *L, int top)
API_FCT(get_node);
API_FCT(get_node_or_nil);
API_FCT(get_wielded_item);
+ API_FCT(disconnect);
}
diff --git a/src/script/lua_api/l_client.h b/src/script/lua_api/l_client.h
index b79cc670d..d7f92ac1c 100644
--- a/src/script/lua_api/l_client.h
+++ b/src/script/lua_api/l_client.h
@@ -41,6 +41,9 @@ private:
// send_respawn()
static int l_send_respawn(lua_State *L);
+ // disconnect()
+ static int l_disconnect(lua_State *L);
+
// gettext(text)
static int l_gettext(lua_State *L);