forked from Mirrorlandia_minetest/minetest
[CSM] Fix and improve minetest.get_language()
Previously this method would accidentally reset the locale and break everything.
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@ -9,6 +9,7 @@ core.register_on_shutdown(function()
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end)
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local id = nil
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do
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local server_info = core.get_server_info()
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print("Server version: " .. server_info.protocol_version)
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print("Server ip: " .. server_info.ip)
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@ -17,6 +18,10 @@ print("Server port: " .. server_info.port)
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print("CSM restrictions: " .. dump(core.get_csm_restrictions()))
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local l1, l2 = core.get_language()
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print("Configured language: " .. l1 .. " / " .. l2)
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end
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mod_channel = core.mod_channel_join("experimental_preview")
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core.after(4, function()
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@ -634,7 +634,9 @@ Minetest namespace reference
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the trailing separator. This is useful to load additional Lua files
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contained in your mod:
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e.g. `dofile(minetest.get_modpath(minetest.get_current_modname()) .. "stuff.lua")`
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* `minetest.get_language()`: returns the currently set gettext language.
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* `minetest.get_language()`: returns two strings
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* the current gettext locale
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* the current language code (the same as used for client-side translations)
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* `minetest.get_version()`: returns a table containing components of the
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engine version. Components:
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* `project`: Name of the project, eg, "Minetest"
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@ -230,9 +230,14 @@ int ModApiClient::l_get_node_or_nil(lua_State *L)
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int ModApiClient::l_get_language(lua_State *L)
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{
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char *locale = setlocale(LC_ALL, "");
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char *locale = setlocale(LC_MESSAGES, NULL);
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std::string lang = gettext("LANG_CODE");
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if (lang == "LANG_CODE")
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lang = "";
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lua_pushstring(L, locale);
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return 1;
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lua_pushstring(L, lang.c_str());
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return 2;
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}
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int ModApiClient::l_get_wielded_item(lua_State *L)
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