Some changes to make login.init more consistent.
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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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