Working on redirect/connect/etc
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@@ -293,36 +293,9 @@ 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->can_be_controlled_) {
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luaL_error(L, "Cannot delete a player using tangible.delete, use tangible.deleteactor instead.");
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return 0;
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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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LuaDefine(tangible_deleteactor, "tan",
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"|Delete an actor tangible, or mark it for deletion on logout."
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"|"
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"|This function is used to delete an actor tangible."
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"|"
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"|If the actor is not currently logged in, then the tangible is"
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"|immediately deleted. If the actor is logged in, then the tangible"
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"|is marked as delete_on_disconnect, and the force_disconnect flag"
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"|is set. This will cause the actor to cleanly disconnect, and then"
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"|the deletion will take place."
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"|") {
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LuaArg tanobj;
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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->can_be_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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if (tan->is_controlled_) {
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tan->delete_on_disconnect_ = true;
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tan->force_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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@@ -351,7 +324,7 @@ 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->can_be_controlled_)) {
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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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@@ -368,16 +341,18 @@ LuaDefine(tangible_redirect, "actor1, actor2",
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"|client types his name and password, tangible.redirect is used "
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"|to tell the client to control the real actor."
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"|"
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"|Actor1 must be currently logged in. Actor2 must be a valid actor "
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"|tangible that is not curretly logged in."
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"|If actor1 is not logged in, an error will be reported."
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"|"
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"|If actor2 is already logged in, they will be booted in order to "
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"|enable actor1 to take control."
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"|"
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"|") {
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LuaArg lactor1, lactor2;
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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 *actor1 = w->tangible_get(LS, lactor1, true);
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Tangible *actor2 = w->tangible_get(LS, lactor2, true);
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int64_t client_id = w->connection_get_client(actor1->id());
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eng::string error = w->connection_redirect(client_id, actor2->id());
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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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@@ -387,6 +362,29 @@ LuaDefine(tangible_redirect, "actor1, actor2",
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return LS.result();
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}
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LuaDefine(tangible_forcedisconnect, "actor",
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"|Cause the client controlling actor to be disconnected"
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"|"
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"|This is a no-op if nobody is logged in to the specified actor."
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"|") {
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LuaArg lactor1, lactor2;
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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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}
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return LS.result();
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}
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LuaDefine(tangible_build, "config",
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"|Build a new tangible object."
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"|"
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