Better login handling
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@@ -282,8 +282,6 @@ LuaDefine(tangible_getclass, "tan",
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LuaDefine(tangible_delete, "tan",
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"|Delete the specified tangible."
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"|"
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"|This cannot be used to delete actor tangibles,"
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"|To delete a actor, use tangible.deleteactor"
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"|") {
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LuaArg tanobj;
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LuaDefStack LS(L, tanobj);
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@@ -293,12 +291,7 @@ LuaDefine(tangible_delete, "tan",
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luaL_error(L, "Not a tangible.");
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return 0;
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}
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if (tan->is_controlled_) {
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tan->delete_on_disconnect_ = true;
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w->connection_redirect(tan, nullptr);
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} else {
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w->tangible_delete(tan->id());
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}
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w->tangible_delete(tan->id());
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return LS.result();
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}
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@@ -324,10 +317,6 @@ LuaDefine(tangible_keepactor, "tan",
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LuaDefStack LS(L, tanobj);
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World *w = World::fetch_global_pointer(L);
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Tangible *tan = w->tangible_get(LS, tanobj, true);
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if ((tan == nullptr) || (!tan->is_controlled_)) {
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luaL_error(L, "Tangible is not an actor.");
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return 0;
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}
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tan->delete_on_disconnect_ = false;
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return LS.result();
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}
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@@ -352,13 +341,11 @@ LuaDefine(tangible_redirect, "actor1, actor2",
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World *w = World::fetch_global_pointer(L);
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Tangible *actor1 = w->tangible_get(LS, lactor1, true);
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Tangible *actor2 = w->tangible_get(LS, lactor2, true);
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eng::string error = w->connection_redirect(actor1, actor2);
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if (!error.empty()) {
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eng::ostringstream oss;
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oss << "redirect from " << actor1->id() << " to " << actor2->id() << " failed: " << error;
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luaL_error(L, "%s", oss.str().c_str());
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if (actor1->client_id_ == 0) {
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luaL_error(L, "actor1 is not currently logged in.");
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return LS.result();
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}
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w->connection_redirect(actor1, actor2);
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return LS.result();
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}
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@@ -371,14 +358,8 @@ LuaDefine(tangible_forcedisconnect, "actor",
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LuaDefStack LS(L, lactor1, lactor2);
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World *w = World::fetch_global_pointer(L);
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Tangible *actor = w->tangible_get(LS, lactor1, true);
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if (actor->is_controlled_) {
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eng::string error = w->connection_redirect(actor, nullptr);
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if (!error.empty()) {
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eng::ostringstream oss;
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oss << "forcedisconnect of " << actor->id() << " failed: " << error;
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luaL_error(L, "%s", oss.str().c_str());
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return LS.result();
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}
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if (actor->client_id_ != 0) {
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w->connection_delete(actor->client_id_);
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}
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return LS.result();
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}
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