Can now pass any argument to cWorld:ForEachPlayer in Lua! But I'm not even using it.. lol

git-svn-id: http://mc-server.googlecode.com/svn/trunk@262 0a769ca7-a7f5-676a-18bf-c427514a06d6
master
faketruth 2012-02-15 13:16:42 +00:00
parent 19e711a1e3
commit 5e1033c567
4 changed files with 95 additions and 79 deletions

View File

@ -1,5 +1,3 @@
local BlockData = {}
function OnBlockPlace( Block, Player )
-- dont check if the direction is in the air
@ -13,7 +11,38 @@ function OnBlockPlace( Block, Player )
return true
end
BlockData = Block
local CheckCollision = function( Player )
-- drop the decimals, we only care about the full block X,Y,Z
local PlayerX = math.floor(Player:GetPosX(), 0)
local PlayerY = math.floor(Player:GetPosY(), 0)
local PlayerZ = math.floor(Player:GetPosZ(), 0)
local BlockX = Block.m_PosX
local BlockY = Block.m_PosY
local BlockZ = Block.m_PosZ
-- player height is 2 blocks, so we check the position and then offset it up one
-- so they can't place a block on there face
local collision = false
if Block.m_Direction == 0 then if PlayerY == BlockY-2 and PlayerX == BlockX and PlayerZ == BlockZ then collision = true end end
if Block.m_Direction == 1 then if PlayerY == BlockY+1 and PlayerX == BlockX and PlayerZ == BlockZ then collision = true end end
if Block.m_Direction == 2 then if PlayerY == BlockY and PlayerX == BlockX and PlayerZ == BlockZ-1 then collision = true end end
if Block.m_Direction == 2 then if PlayerY+1 == BlockY and PlayerX == BlockX and PlayerZ == BlockZ-1 then collision = true end end
if Block.m_Direction == 3 then if PlayerY == BlockY and PlayerX == BlockX and PlayerZ == BlockZ+1 then collision = true end end
if Block.m_Direction == 3 then if PlayerY+1 == BlockY and PlayerX == BlockX and PlayerZ == BlockZ+1 then collision = true end end
if Block.m_Direction == 4 then if PlayerY == BlockY and PlayerX == BlockX-1 and PlayerZ == BlockZ then collision = true end end
if Block.m_Direction == 4 then if PlayerY+1 == BlockY and PlayerX == BlockX-1 and PlayerZ == BlockZ then collision = true end end
if Block.m_Direction == 5 then if PlayerY == BlockY and PlayerX == BlockX+1 and PlayerZ == BlockZ then collision = true end end
if Block.m_Direction == 5 then if PlayerY+1 == BlockY and PlayerX == BlockX+1 and PlayerZ == BlockZ then collision = true end end
return collision
end
if( Player:GetWorld():ForEachPlayer( CheckCollision ) == false ) then
return true
else
@ -25,35 +54,3 @@ function OnBlockPlace( Block, Player )
return false
end
function CheckCollision( Player )
-- drop the decimals, we only care about the full block X,Y,Z
local PlayerX = math.floor(Player:GetPosX(), 0)
local PlayerY = math.floor(Player:GetPosY(), 0)
local PlayerZ = math.floor(Player:GetPosZ(), 0)
local BlockX = BlockData.m_PosX
local BlockY = BlockData.m_PosY
local BlockZ = BlockData.m_PosZ
-- player height is 2 blocks, so we check the position and then offset it up one
-- so they can't place a block on there face
local collision = false
if BlockData.m_Direction == 0 then if PlayerY == BlockY-2 and PlayerX == BlockX and PlayerZ == BlockZ then collision = true end end
if BlockData.m_Direction == 1 then if PlayerY == BlockY+1 and PlayerX == BlockX and PlayerZ == BlockZ then collision = true end end
if BlockData.m_Direction == 2 then if PlayerY == BlockY and PlayerX == BlockX and PlayerZ == BlockZ-1 then collision = true end end
if BlockData.m_Direction == 2 then if PlayerY+1 == BlockY and PlayerX == BlockX and PlayerZ == BlockZ-1 then collision = true end end
if BlockData.m_Direction == 3 then if PlayerY == BlockY and PlayerX == BlockX and PlayerZ == BlockZ+1 then collision = true end end
if BlockData.m_Direction == 3 then if PlayerY+1 == BlockY and PlayerX == BlockX and PlayerZ == BlockZ+1 then collision = true end end
if BlockData.m_Direction == 4 then if PlayerY == BlockY and PlayerX == BlockX-1 and PlayerZ == BlockZ then collision = true end end
if BlockData.m_Direction == 4 then if PlayerY+1 == BlockY and PlayerX == BlockX-1 and PlayerZ == BlockZ then collision = true end end
if BlockData.m_Direction == 5 then if PlayerY == BlockY and PlayerX == BlockX+1 and PlayerZ == BlockZ then collision = true end end
if BlockData.m_Direction == 5 then if PlayerY+1 == BlockY and PlayerX == BlockX+1 and PlayerZ == BlockZ then collision = true end end
return collision
end

View File

@ -1,7 +1,9 @@
local PlayerTable = {}
function HandlePlayerListCommand( Split, Player )
PlayerTable = {}
local PlayerTable = {}
local AppendToTable = function( Player )
table.insert(PlayerTable, Player:GetName() )
end
Player:GetWorld():ForEachPlayer( AppendToTable )
local Message = cChatColor.Green .. "Connected players: (".. cChatColor.White.. #PlayerTable .. cChatColor.Green .. ")"
@ -10,7 +12,3 @@ function HandlePlayerListCommand( Split, Player )
Player:SendMessage( table.concat(PlayerTable, " ") )
return true
end
function AppendToTable( Player )
table.insert(PlayerTable, Player:GetName() )
end

View File

@ -1,6 +1,3 @@
local PlayerHTML = ""
local PlayerNum = 0
function HandleRequest_PlayerList( Request )
local World = cRoot:Get():GetWorld()
local Content = ""
@ -19,25 +16,21 @@ function HandleRequest_PlayerList( Request )
Content = Content .. "<p>Connected Players: <b>" .. World:GetNumPlayers() .. "</b></p>"
Content = Content .. "<table>"
PlayerNum = 0
PlayerHTML = ""
World:ForEachPlayer( CreatePlayerList )
local PlayerNum = 0
local AddPlayerToTable = function( Player )
PlayerNum = PlayerNum + 1
Content = Content .. "<tr>"
Content = Content .. "<td style='width: 10px;'>" .. PlayerNum .. ".</td>"
Content = Content .. "<td>" .. Player:GetName() .. "</td>"
Content = Content .. "<td><a href='?playerlist-kick=" .. Player:GetName() .. "'>Kick</a></td>"
Content = Content .. "</tr>"
end
World:ForEachPlayer( AddPlayerToTable )
if( PlayerHTML ~= "" ) then
Content = Content .. PlayerHTML
else
if( PlayerNum == 0 ) then
Content = Content .. "<tr><td>None</td></tr>"
end
Content = Content .. "</table>"
Content = Content .. "<br>"
return Content
end
function CreatePlayerList( Player, Data )
PlayerNum = PlayerNum + 1
PlayerHTML = PlayerHTML .. "<tr>"
PlayerHTML = PlayerHTML .. "<td style='width: 10px;'>" .. PlayerNum .. ".</td>"
PlayerHTML = PlayerHTML .. "<td>" .. Player:GetName() .. "</td>"
PlayerHTML = PlayerHTML .. "<td><a href='?playerlist-kick=" .. Player:GetName() .. "'>Kick</a></td>"
PlayerHTML = PlayerHTML .. "</tr>"
end

View File

@ -103,6 +103,13 @@ static int tolua_LOGERROR(lua_State* tolua_S)
static int tolua_cWorld_ForEachPlayer(lua_State* tolua_S)
{
int NumArgs = lua_gettop( tolua_S )-1; // This includes 'self'
if( NumArgs != 1 && NumArgs != 2)
{
LOGWARN("Error in function call 'ForEachPlayer': Requires 1 or 2 arguments, got %i", NumArgs );
return 0;
}
cWorld* self = (cWorld*) tolua_tousertype(tolua_S,1,0);
if( !lua_isfunction( tolua_S, 2 ) )
@ -111,48 +118,69 @@ static int tolua_cWorld_ForEachPlayer(lua_State* tolua_S)
return 0;
}
int Reference = luaL_ref(tolua_S, LUA_REGISTRYINDEX);
if( Reference == LUA_REFNIL )
// luaL_ref gets reference to value on top of the stack, the table is the last argument and therefore on the top
int TableRef = LUA_REFNIL;
if( NumArgs == 2 )
{
LOGWARN("Error in function call 'ForEachPlayer': Could not get function reference");
TableRef = luaL_ref(tolua_S, LUA_REGISTRYINDEX);
if( TableRef == LUA_REFNIL )
{
LOGWARN("Error in function call 'ForEachPlayer': Could not get value reference of parameter #2");
return 0;
}
}
// table value is popped, and now function is on top of the stack
int FuncRef = luaL_ref(tolua_S, LUA_REGISTRYINDEX);
if( FuncRef == LUA_REFNIL )
{
LOGWARN("Error in function call 'ForEachPlayer': Could not get function reference of parameter #1");
return 0;
}
class cLuaPlayerCallback : public cPlayerListCallback
{
public:
cLuaPlayerCallback( lua_State* a_LuaState, int a_FuncRef, int a_TableRef )
: LuaState( a_LuaState )
, FuncRef( a_FuncRef )
, TableRef( a_TableRef )
{}
private:
virtual bool Item(cPlayer * a_Player) override
{
lua_rawgeti( LuaState, LUA_REGISTRYINDEX, Reference);
lua_rawgeti( LuaState, LUA_REGISTRYINDEX, FuncRef); // Push function reference
tolua_pushusertype( LuaState, a_Player, "cPlayer" );
if( TableRef != LUA_REFNIL )
{
lua_rawgeti( LuaState, LUA_REGISTRYINDEX, TableRef); // Push table reference
}
int s = lua_pcall( LuaState, 1, 1, 0);
int s = lua_pcall( LuaState, (TableRef==LUA_REFNIL?1:2), 1, 0);
if( report_errors( LuaState, s ) )
{
return false;
return false; // Maybe we should return true?
}
if( lua_isboolean( LuaState, -1 ) )
{
return (tolua_toboolean( LuaState, -1, 0) > 0);
}
LOGINFO("Stack size: %i", lua_gettop(LuaState) );
return false;
}
public:
lua_State* LuaState;
int Reference;
} Callback;
Callback.LuaState = tolua_S;
Callback.Reference = Reference;
int FuncRef;
int TableRef;
} Callback( tolua_S, FuncRef, TableRef );
bool bRetVal = self->ForEachPlayer( &Callback );
luaL_unref( tolua_S, LUA_REGISTRYINDEX, Reference );
// Unreference the values again, so the LUA_REGISTRYINDEX can make place for other references
luaL_unref( tolua_S, LUA_REGISTRYINDEX, TableRef );
luaL_unref( tolua_S, LUA_REGISTRYINDEX, FuncRef );
// Push return value on stack
tolua_pushboolean( tolua_S, bRetVal );
return 1;
}