void LuaABM::trigger(ServerEnvironment *env, v3s16 p, MapNode n, u32 active_object_count, u32 active_object_count_wider) { GameScripting *scriptIface = env->getScriptIface(); scriptIface->realityCheck(); lua_State *L = scriptIface->getStack(); assert(lua_checkstack(L, 20)); StackUnroller stack_unroller(L); // Get minetest.registered_abms lua_getglobal(L, "minetest"); lua_getfield(L, -1, "registered_abms"); luaL_checktype(L, -1, LUA_TTABLE); int registered_abms = lua_gettop(L); // Get minetest.registered_abms[m_id] lua_pushnumber(L, m_id); lua_gettable(L, registered_abms); if(lua_isnil(L, -1)) assert(0); // Call action luaL_checktype(L, -1, LUA_TTABLE); lua_getfield(L, -1, "action"); luaL_checktype(L, -1, LUA_TFUNCTION); push_v3s16(L, p); pushnode(L, n, env->getGameDef()->ndef()); lua_pushnumber(L, active_object_count); lua_pushnumber(L, active_object_count_wider); if(lua_pcall(L, 4, 0, 0)) script_error(L, "error: %s", lua_tostring(L, -1)); }
void LuaABM::trigger(ServerEnvironment *env, v3s16 p, MapNode n, u32 active_object_count, u32 active_object_count_wider, MapNode neighbor, bool activate) { GameScripting *scriptIface = env->getScriptIface(); auto _script_lock = RecursiveMutexAutoLock(scriptIface->m_luastackmutex, std::try_to_lock); if (!_script_lock.owns_lock()) { return; } scriptIface->realityCheck(); lua_State *L = scriptIface->getStack(); sanity_check(lua_checkstack(L, 20)); StackUnroller stack_unroller(L); int error_handler = PUSH_ERROR_HANDLER(L); // Get registered_abms lua_getglobal(L, "core"); lua_getfield(L, -1, "registered_abms"); luaL_checktype(L, -1, LUA_TTABLE); lua_remove(L, -2); // Remove core // Get registered_abms[m_id] lua_pushnumber(L, m_id); lua_gettable(L, -2); if(lua_isnil(L, -1)) //FATAL_ERROR(""); return; lua_remove(L, -2); // Remove registered_abms scriptIface->setOriginFromTable(-1); // Call action luaL_checktype(L, -1, LUA_TTABLE); lua_getfield(L, -1, "action"); luaL_checktype(L, -1, LUA_TFUNCTION); lua_remove(L, -2); // Remove registered_abms[m_id] push_v3s16(L, p); pushnode(L, n, env->getGameDef()->ndef()); lua_pushnumber(L, active_object_count); lua_pushnumber(L, active_object_count_wider); pushnode(L, neighbor, env->getGameDef()->ndef()); lua_pushboolean(L, activate); int result = lua_pcall(L, 6, 0, error_handler); if (result) scriptIface->scriptError(result, "LuaABM::trigger"); lua_pop(L, 1); // Pop error handler }
void LuaLBM::trigger(ServerEnvironment *env, v3s16 p, MapNode n) { GameScripting *scriptIface = env->getScriptIface(); auto _script_lock = RecursiveMutexAutoLock(scriptIface->m_luastackmutex, std::try_to_lock); if (!_script_lock.owns_lock()) { return; } scriptIface->realityCheck(); lua_State *L = scriptIface->getStack(); sanity_check(lua_checkstack(L, 20)); StackUnroller stack_unroller(L); int error_handler = PUSH_ERROR_HANDLER(L); // Get registered_lbms lua_getglobal(L, "core"); lua_getfield(L, -1, "registered_lbms"); luaL_checktype(L, -1, LUA_TTABLE); lua_remove(L, -2); // Remove core // Get registered_lbms[m_id] lua_pushnumber(L, m_id); lua_gettable(L, -2); //FATAL_ERROR_IF(lua_isnil(L, -1), "Entry with given id not found in registered_lbms table"); if (lua_isnil(L, -1)) { errorstream << "Entry with given id " << m_id << " not found in registered_lbms table" << std::endl; return; } lua_remove(L, -2); // Remove registered_lbms scriptIface->setOriginFromTable(-1); // Call action luaL_checktype(L, -1, LUA_TTABLE); lua_getfield(L, -1, "action"); luaL_checktype(L, -1, LUA_TFUNCTION); lua_remove(L, -2); // Remove registered_lbms[m_id] push_v3s16(L, p); pushnode(L, n, env->getGameDef()->ndef()); int result = lua_pcall(L, 2, 0, error_handler); if (result) scriptIface->scriptError(result, "LuaLBM::trigger"); lua_pop(L, 1); // Pop error handler }
void LuaABM::trigger(ServerEnvironment *env, v3s16 p, MapNode n, u32 active_object_count, u32 active_object_count_wider) { GameScripting *scriptIface = env->getScriptIface(); scriptIface->realityCheck(); lua_State *L = scriptIface->getStack(); sanity_check(lua_checkstack(L, 20)); StackUnroller stack_unroller(L); lua_pushcfunction(L, script_error_handler); int errorhandler = lua_gettop(L); // Get registered_abms lua_getglobal(L, "core"); lua_getfield(L, -1, "registered_abms"); luaL_checktype(L, -1, LUA_TTABLE); lua_remove(L, -2); // Remove core // Get registered_abms[m_id] lua_pushnumber(L, m_id); lua_gettable(L, -2); if(lua_isnil(L, -1)) FATAL_ERROR(""); lua_remove(L, -2); // Remove registered_abms scriptIface->setOriginFromTable(-1); // Call action luaL_checktype(L, -1, LUA_TTABLE); lua_getfield(L, -1, "action"); luaL_checktype(L, -1, LUA_TFUNCTION); lua_remove(L, -2); // Remove registered_abms[m_id] push_v3s16(L, p); pushnode(L, n, env->getGameDef()->ndef()); lua_pushnumber(L, active_object_count); lua_pushnumber(L, active_object_count_wider); int result = lua_pcall(L, 4, 0, errorhandler); if (result) scriptIface->scriptError(result, "LuaABM::trigger"); lua_pop(L, 1); // Pop error handler }
void LuaABM::trigger(ServerEnvironment *env, v3s16 p, MapNode n, u32 active_object_count, u32 active_object_count_wider, MapNode neighbor, bool activate) { GameScripting *scriptIface = env->getScriptIface(); auto _script_lock = std::unique_lock<std::recursive_mutex> (scriptIface->m_luastackmutex); scriptIface->realityCheck(); lua_State *L = scriptIface->getStack(); assert(lua_checkstack(L, 20)); StackUnroller stack_unroller(L); lua_pushcfunction(L, script_error_handler); int errorhandler = lua_gettop(L); // Get registered_abms lua_getglobal(L, "core"); lua_getfield(L, -1, "registered_abms"); luaL_checktype(L, -1, LUA_TTABLE); lua_remove(L, -2); // Remove core // Get registered_abms[m_id] lua_pushnumber(L, m_id); lua_gettable(L, -2); if(lua_isnil(L, -1)) assert(0); lua_remove(L, -2); // Remove registered_abms // Call action luaL_checktype(L, -1, LUA_TTABLE); lua_getfield(L, -1, "action"); luaL_checktype(L, -1, LUA_TFUNCTION); lua_remove(L, -2); // Remove registered_abms[m_id] push_v3s16(L, p); pushnode(L, n, env->getGameDef()->ndef()); lua_pushnumber(L, active_object_count); lua_pushnumber(L, active_object_count_wider); pushnode(L, neighbor, env->getGameDef()->ndef()); lua_pushboolean(L, activate); if(lua_pcall(L, 6, 0, errorhandler)) script_error(L); lua_pop(L, 1); // Pop error handler }