Commit 5ec44ba3 by Sal

Merge branch 'consoleplayer-dedicated' into 'next'

Fix not being able to access consoleplayer as a dedicated server + other more consistent checks See merge request !240
parents 4c5d69b7 7890c9b8
......@@ -9709,11 +9709,10 @@ static inline int lib_getenum(lua_State *L)
lua_pushinteger(L, mapmusposition);
return 1;
} else if (fastcmp(word,"server")) {
if ((!multiplayer || !(netgame || demo.playback)) && !playeringame[serverplayer])
return 0;
LUA_PushUserdata(L, &players[serverplayer], META_PLAYER);
return 1;
return LUA_PushServerPlayer(L);
} else if (fastcmp(word,"consoleplayer")) { // Player controlling the console, basically our local player
if (consoleplayer == serverplayer)
return LUA_PushServerPlayer(L);
if (consoleplayer < 0 || !playeringame[consoleplayer])
return 0;
LUA_PushUserdata(L, &players[consoleplayer], META_PLAYER);
......
......@@ -27,25 +27,35 @@
static int lib_iteratePlayers(lua_State *L)
{
INT32 i = -1;
if (lua_gettop(L) < 2)
{
//return luaL_error(L, "Don't call players.iterate() directly, use it as 'for player in players.iterate do <block> end'.");
lua_pushcfunction(L, lib_iteratePlayers);
return 1;
}
lua_settop(L, 2);
lua_remove(L, 1); // state is unused.
if (!lua_isnil(L, 1))
i = (INT32)(*((player_t **)luaL_checkudata(L, 1, META_PLAYER)) - players);
for (i++; i < MAXPLAYERS; i++)
i++;
if (i == serverplayer)
{
return LUA_PushServerPlayer(L);
}
for (; i < MAXPLAYERS; i++)
{
if (!playeringame[i])
continue;
if (!players[i].mo)
continue;
LUA_PushUserdata(L, &players[i], META_PLAYER);
return 1;
}
return 0;
}
......@@ -58,10 +68,10 @@ static int lib_getPlayer(lua_State *L)
lua_Integer i = luaL_checkinteger(L, 2);
if (i < 0 || i >= MAXPLAYERS)
return luaL_error(L, "players[] index %d out of range (0 - %d)", i, MAXPLAYERS-1);
if (i == serverplayer)
return LUA_PushServerPlayer(L);
if (!playeringame[i])
return 0;
if (!players[i].mo)
return 0;
LUA_PushUserdata(L, &players[i], META_PLAYER);
return 1;
}
......@@ -122,8 +132,6 @@ static int lib_iterateDisplayplayers(lua_State *L)
if (i > splitscreen || !playeringame[displayplayers[i]])
return 0; // Stop! There are no more players for us to go through. There will never be a player gap in displayplayers.
if (!players[displayplayers[i]].mo)
continue;
LUA_PushUserdata(L, &players[displayplayers[i]], META_PLAYER);
lua_pushinteger(L, i); // push this to recall what number we were on for the next function call. I suppose this also means you can retrieve the splitscreen player number with 'for p, n in displayplayers.iterate'!
return 2;
......@@ -144,8 +152,6 @@ static int lib_getDisplayplayers(lua_State *L)
return 0;
if (!playeringame[displayplayers[i]])
return 0;
if (!players[displayplayers[i]].mo)
return 0;
LUA_PushUserdata(L, &players[displayplayers[i]], META_PLAYER);
return 1;
}
......@@ -184,12 +190,7 @@ static int player_get(lua_State *L)
else if (fastcmp(field,"name"))
lua_pushstring(L, player_names[plr-players]);
else if (fastcmp(field,"mo"))
{
if (plr->spectator)
lua_pushnil(L);
else
LUA_PushUserdata(L, plr->mo, META_MOBJ);
}
LUA_PushUserdata(L, plr->mo, META_MOBJ);
else if (fastcmp(field,"cmd"))
LUA_PushUserdata(L, &plr->cmd, META_TICCMD);
else if (fastcmp(field,"playerstate"))
......
......@@ -367,6 +367,14 @@ void LUA_PushUserdata(lua_State *L, void *data, const char *meta)
lua_remove(L, -2); // remove LREG_VALID
}
int LUA_PushServerPlayer(lua_State *L)
{
if ((!multiplayer || !(netgame || demo.playback)) && !playeringame[serverplayer])
return 0;
LUA_PushUserdata(L, &players[serverplayer], META_PLAYER);
return 1;
}
// When userdata is freed, use this function to remove it from Lua.
void LUA_InvalidateUserdata(void *data)
{
......
......@@ -46,6 +46,7 @@ void LUA_DumpFile(const char *filename);
#endif
fixed_t LUA_EvalMath(const char *word);
void LUA_PushUserdata(lua_State *L, void *data, const char *meta);
int LUA_PushServerPlayer(lua_State *L);
void LUA_InvalidateUserdata(void *data);
void LUA_InvalidateLevel(void);
void LUA_InvalidateMapthings(void);
......
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