Some changes to make login.init more consistent.
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@@ -171,6 +171,7 @@ public:
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LuaExtraArgs(int i, int s) : index_(i), size_(s) {}
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LuaSpecial operator[] (int n) const { return LuaSpecial(index_ + n); }
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int index(int n) const { return index_ + n; }
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int size() const { return size_; }
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friend class LuaCoreStack;
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@@ -607,20 +607,13 @@ LuaDefine(tangible_start, "tangible,function,arg1,arg2...",
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"|to continue running until it blocks. But from that point"
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"|forward, the thread will never be resumed for any reason.") {
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int top = lua_gettop(L);
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if (top < 2) {
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luaL_error(L, "Not enough arguments to tangible.start");
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return 0;
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}
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int varlen = top - 2;
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World *w = World::fetch_global_pointer(L);
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w->guard_blockable(L, "tangible.start");
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LuaArg place, fname;
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LuaExtraArgs extra;
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LuaVar mt, classtab, plthreads, thread, thinfo, func, tanlist;
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LuaDefStack LS(L, mt, classtab, plthreads, thread, thinfo, func, tanlist);
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LuaSpecial place(1);
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LuaSpecial fname(2);
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LuaDefStack LS(L, place, fname, extra, mt, classtab, plthreads, thread, thinfo, func, tanlist);
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// If they passed in a single tangible, convert it to a tangible list.
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int64_t place_id = LS.tanid(place);
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@@ -677,10 +670,10 @@ LuaDefine(tangible_start, "tangible,function,arg1,arg2...",
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// Create a new thread, set up function and arguments.
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lua_State *CO = LS.newthread(thread);
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lua_pushvalue(L, func.index());
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for (int i = 0; i < varlen; i++) {
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lua_pushvalue(L, i + 3);
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for (int i = 0; i < extra.size(); i++) {
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lua_pushvalue(L, extra.index(i));
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}
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lua_xmove(L, CO, varlen + 1);
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lua_xmove(L, CO, extra.size() + 1);
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// Create the thread info table.
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LS.newtable(thinfo);
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@@ -310,10 +310,13 @@ int64_t World::connection_create() {
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assert(stack_is_clear());
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int64_t id = id_global_pool_.get_one();
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{
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LuaVar database, classtab, mt, func;
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LuaExtStack LS(state(), database, classtab, mt, func);
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LuaVar database, classtab, config, mt, func;
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LuaExtStack LS(state(), database, classtab, config, mt, func);
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Tangible *tan = tangible_make(LS, database, id);
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// A blank config table to pass to 'init'
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LS.newtable(config);
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// Set the login flags.
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if (is_authoritative()) {
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tan->client_id_ = id;
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@@ -327,7 +330,9 @@ int64_t World::connection_create() {
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if (is_authoritative()) {
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LS.rawget(func, classtab, "init");
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spawn(LS, id, id, func, 0, false);
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lua_pushvalue(state(), database.index());
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lua_pushvalue(state(), config.index());
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spawn(LS, id, id, func, 2, false);
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}
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}
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connections_.emplace(id, id);
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@@ -977,13 +982,18 @@ void World::invoke_lua_source(int64_t actor_id, int64_t place_id, std::string_vi
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if (errors.empty()) {
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{
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lua_State *L = state();
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LuaVar lclass, lfunc;
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LuaExtStack LS(L, lclass, lfunc);
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LuaVar lclass, lfunc, tangibles, actor, config;
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LuaExtStack LS(L, lclass, lfunc, tangibles, actor, config);
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LS.rawget(tangibles, LuaRegistry, "tangibles");
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LS.rawget(actor, tangibles, actor_id);
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LS.newtable(config);
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LS.getclass(lclass, "world");
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if (LS.classname(lclass) != "") {
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LS.rawget(lfunc, lclass, "init");
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spawn(LS, actor_id, place_id, lfunc, 0, false);
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lua_pushvalue(L, actor.index());
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lua_pushvalue(L, config.index());
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spawn(LS, actor_id, place_id, lfunc, 2, false);
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}
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}
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run_scheduled_threads();
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@@ -32,21 +32,20 @@ end
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-- tangible.delete(actor) -- If actor is a connected player it will disconnect
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-- This gets called on every login except the admin user.
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function login.init()
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function login.init(self, config)
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local player = global.get("nextplayer")
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global.set("nextplayer", player + 1)
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dprint("login.init initializing player ", player)
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actor.player = player
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tangible.keepactor(actor) -- do not delete this login when the client disconnects
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actor.color={0,0,0,0,0,0,0,0,0,0,0,0}
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actor.kills=0
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actor.killed=0
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tangible.animinit{tan=actor, anim={bp="character", mesh="manny", plane="earth", xyz={player * 100, 0, 90}}}
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dprint("About to start scanning")
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actor.startscanning()
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dprintf("login.init initializing %p, player %d", self, player)
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self.player = player
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self.color={0,0,0,0,0,0,0,0,0,0,0,0}
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self.kills=0
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self.killed=0
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tangible.animinit{tan=self, anim={bp="character", mesh="manny", plane="earth", xyz={player * 100, 0, 90}}}
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tangible.start(self, login.startscanning)
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end
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function login.startscanning()
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dprintf("Scanning started. Actor=%p Place=%p", actor, place)
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while true do
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login.onescan()
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wait(1)
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@@ -75,13 +74,13 @@ function login.onescan()
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end
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-- This gets called on the admin user. You can call login.init in here if you want.
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function world.init()
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function world.init(self, config)
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dprint("world.init")
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global.set("nextplayer", 0)
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tangible.build{class=roster, anim={plane="earth", xyz={2000,0,0} } }
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tangible.build{class=cube, anim={plane="earth", xyz={500,-100,0}, mat_color={1,0,0}}}
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tangible.build{class=sphere, anim={plane="earth", xyz={500,100,0}, mat_color={0,0,1}}}
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login.init()
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login.init(self, config)
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end
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