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path: root/util/test_multiplayer.sh
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#!/bin/bash
dir="$( cd "$( dirname "${BASH_SOURCE[0]}" )" && pwd )"
gameid=devtest
minetest=$dir/../bin/minetest
testspath=$dir/../tests
conf_client1=$testspath/client1.conf
conf_server=$testspath/server.conf
worldpath=$testspath/world

waitfor () {
	n=30
	while [ $n -gt 0 ]; do
		[ -f "$1" ] && return 0
		sleep 0.5
		((n-=1))
	done
	echo "Waiting for ${1##*/} timed out"
	pkill -P $$
	exit 1
}

gdbrun () {
	gdb -q -ex 'set confirm off' -ex 'r' -ex 'bt' -ex 'quit' --args "$@"
}

[ -e $minetest ] || { echo "executable $minetest missing"; exit 1; }

rm -rf $worldpath
mkdir -p $worldpath/worldmods/test

printf '%s\n' >$testspath/client1.conf \
	video_driver=null name=client1 viewing_range=10 \
	enable_{sound,minimap,shaders}=false

printf '%s\n' >$testspath/server.conf \
	max_block_send_distance=1

cat >$worldpath/worldmods/test/init.lua <<"LUA"
core.after(0, function()
	io.close(io.open(core.get_worldpath() .. "/startup", "w"))
end)
core.register_on_joinplayer(function(player)
	io.close(io.open(core.get_worldpath() .. "/player_joined", "w"))
	core.request_shutdown("", false, 2)
end)
LUA

echo "Starting server"
gdbrun $minetest --server --config $conf_server --world $worldpath --gameid $gameid 2>&1 | sed -u 's/^/(server) /' &
waitfor $worldpath/startup

echo "Starting client"
gdbrun $minetest --config $conf_client1 --go --address 127.0.0.1 2>&1 | sed -u 's/^/(client) /' &
waitfor $worldpath/player_joined

echo "Waiting for client and server to exit"
wait

echo "Success"
exit 0
f='#n258'>258 259 260 261 262 263 264
-- Minetest: builtin/misc.lua

--
-- Misc. API functions
--

function core.check_player_privs(name, ...)
	if core.is_player(name) then
		name = name:get_player_name()
	elseif type(name) ~= "string" then
		error("core.check_player_privs expects a player or playername as " ..
			"argument.", 2)
	end

	local requested_privs = {...}
	local player_privs = core.get_player_privs(name)
	local missing_privileges = {}

	if type(requested_privs[1]) == "table" then
		-- We were provided with a table like { privA = true, privB = true }.
		for priv, value in pairs(requested_privs[1]) do
			if value and not player_privs[priv] then
				missing_privileges[#missing_privileges + 1] = priv
			end
		end
	else
		-- Only a list, we can process it directly.
		for key, priv in pairs(requested_privs) do
			if not player_privs[priv] then
				missing_privileges[#missing_privileges + 1] = priv
			end
		end
	end

	if #missing_privileges > 0 then
		return false, missing_privileges
	end

	return true, ""
end


local player_list = {}


function core.send_join_message(player_name)
	if not minetest.is_singleplayer() then
		core.chat_send_all("*** " .. player_name .. " joined the game.")
	end
end


function core.send_leave_message(player_name, timed_out)
	local announcement = "*** " ..  player_name .. " left the game."
	if timed_out then
		announcement = announcement .. " (timed out)"
	end
	core.chat_send_all(announcement)
end


core.register_on_joinplayer(function(player)
	local player_name = player:get_player_name()
	player_list[player_name] = player
	core.send_join_message(player_name)
end)


core.register_on_leaveplayer(function(player, timed_out)
	local player_name = player:get_player_name()
	player_list[player_name] = nil
	core.send_leave_message(player_name, timed_out)
end)


function core.get_connected_players()
	local temp_table = {}
	for index, value in pairs(player_list) do
		if value:is_player_connected() then
			temp_table[#temp_table + 1] = value
		end
	end
	return temp_table
end


function core.is_player(player)
	-- a table being a player is also supported because it quacks sufficiently
	-- like a player if it has the is_player function
	local t = type(player)
	return (t == "userdata" or t == "table") and
		type(player.is_player) == "function" and player:is_player()
end


function minetest.player_exists(name)
	return minetest.get_auth_handler().get_auth(name) ~= nil
end


-- Returns two position vectors representing a box of `radius` in each
-- direction centered around the player corresponding to `player_name`

function core.get_player_radius_area(player_name, radius)
	local player = core.get_player_by_name(player_name)
	if player == nil then
		return nil
	end

	local p1 = player:getpos()
	local p2 = p1

	if radius then
		p1 = vector.subtract(p1, radius)
		p2 = vector.add(p2, radius)
	end

	return p1, p2
end


function core.hash_node_position(pos)
	return (pos.z+32768)*65536*65536 + (pos.y+32768)*65536 + pos.x+32768
end


function core.get_position_from_hash(hash)
	local pos = {}
	pos.x = (hash%65536) - 32768
	hash = math.floor(hash/65536)
	pos.y = (hash%65536) - 32768
	hash = math.floor(hash/65536)
	pos.z = (hash%65536) - 32768
	return pos
end


function core.get_item_group(name, group)
	if not core.registered_items[name] or not
			core.registered_items[name].groups[group] then
		return 0
	end
	return core.registered_items[name].groups[group]
end


function core.get_node_group(name, group)
	core.log("deprecated", "Deprecated usage of get_node_group, use get_item_group instead")
	return core.get_item_group(name, group)
end


function core.setting_get_pos(name)
	local value = core.settings:get(name)
	if not value then
		return nil
	end
	return core.string_to_pos(value)
end


-- To be overriden by protection mods

function core.is_protected(pos, name)
	return false
end


function core.record_protection_violation(pos, name)
	for _, func in pairs(core.registered_on_protection_violation) do
		func(pos, name)
	end
end


-- Checks if specified volume intersects a protected volume

function core.is_area_protected(minp, maxp, player_name, interval)
	-- 'interval' is the largest allowed interval for the 3D lattice of checks.

	-- Compute the optimal float step 'd' for each axis so that all corners and
	-- borders are checked. 'd' will be smaller or equal to 'interval'.
	-- Subtracting 1e-4 ensures that the max co-ordinate will be reached by the
	-- for loop (which might otherwise not be the case due to rounding errors).

	-- Default to 4
	interval = interval or 4
	local d = {}

	for _, c in pairs({"x", "y", "z"}) do
		if minp[c] > maxp[c] then
			-- Repair positions: 'minp' > 'maxp'
			local tmp = maxp[c]
			maxp[c] = minp[c]
			minp[c] = tmp
		end

		if maxp[c] > minp[c] then
			d[c] = (maxp[c] - minp[c]) /
				math.ceil((maxp[c] - minp[c]) / interval) - 1e-4
		else
			d[c] = 1 -- Any value larger than 0 to avoid division by zero
		end
	end

	for zf = minp.z, maxp.z, d.z do
		local z = math.floor(zf + 0.5)
		for yf = minp.y, maxp.y, d.y do
			local y = math.floor(yf + 0.5)
			for xf = minp.x, maxp.x, d.x do
				local x = math.floor(xf + 0.5)
				local pos = {x = x, y = y, z = z}
				if core.is_protected(pos, player_name) then
					return pos
				end
			end
		end
	end
	return false
end


local raillike_ids = {}
local raillike_cur_id = 0
function core.raillike_group(name)
	local id = raillike_ids[name]
	if not id then
		raillike_cur_id = raillike_cur_id + 1
		raillike_ids[name] = raillike_cur_id
		id = raillike_cur_id
	end
	return id
end


-- HTTP callback interface

function core.http_add_fetch(httpenv)
	httpenv.fetch = function(req, callback)
		local handle = httpenv.fetch_async(req)

		local function update_http_status()
			local res = httpenv.fetch_async_get(handle)
			if res.completed then
				callback(res)
			else
				core.after(0, update_http_status)
			end
		end
		core.after(0, update_http_status)
	end

	return httpenv
end


function core.close_formspec(player_name, formname)
	return minetest.show_formspec(player_name, formname, "")
end


function core.cancel_shutdown_requests()
	core.request_shutdown("", false, -1)
end