Commit Graph

627 Commits

Author SHA1 Message Date
Anthony Zhang
0c62545a3a Merge pull request #168 from ShadowNinja/fix-commandblock-quit
Fix the commandblock's check for quiting the formspec
2014-07-12 16:39:06 -04:00
Vanessa Ezekowitz
e88e213183 Merge branch 'master' of github.com:Novatux/minetest-mod-mesecons 2014-06-08 13:06:45 -04:00
Novatux
63998fd7e7 Localize a few variables, add "GET" command to node detector. 2014-06-08 19:02:15 +02:00
Vanessa Ezekowitz
13432ac87c Merge branch 'master' of github.com:Novatux/minetest-mod-mesecons 2014-06-08 10:28:57 -04:00
Novatux
b8714f7d93 Fix #164 2014-06-08 16:12:49 +02:00
Novatux
99cb021f15 Add node detector, which works like the player detector but detects a specific nodename (or any node except air) in front of it. 2014-06-08 08:29:17 +02:00
ShadowNinja
041429c985 Fix the commandblock's check for quiting the formspec
The submit button also sends a quit field.
2014-06-06 11:24:24 -04:00
Jeija
e5896076fe Make sure #160 cannot be exploited to make servers crash.
This is not exactly a fix for the issue, because extremely
large circuits (3000+ conductors) still won't work with this applied.
This simply aborts any execution if there is the danger of a stack overflow.
2014-06-01 11:00:39 +02:00
Zefram
b64fea4f70 Don't allow non-inventory items as ingredients
Some mesecon wires (the turned-on nodes) that were
not_in_creative_inventory and should never appear in an actual inventory
were also mesecon_conductor_craftable.  This is liable to make a craft
guide show them as potential ingredients, due to the use of the group
in recipes.
2014-05-02 09:07:52 +02:00
Jeija
a6916191aa Fix #140 once again 2014-04-30 14:44:47 +02:00
Zefram
f1eaee2281 fix programming microcontroller through form
The handling of the "quit" pseudo-field meant that the microcontroller
couldn't be programmed with explicit code, only with the examples.
The "quit" can actually be ignored: what matters for programming the
controller is whether the "code" field was supplied.
2014-04-25 18:30:59 +02:00
Jeija
300abcb587 Fix #155 (option 2 used). Remove non-ActionQueue system. Enable overheat for more than 20 actions per second on lua- / microcontrollers and gates.
Fix a bug where a burnt luacontroller didn't have the correct pin-states as the burnt controller does not register any changes from outside.
2014-04-20 21:51:17 +02:00
Jeija
1f66687580 Fix bug that made delayers oscillate their input port
when powering off the delayer faster than the delay time.
Actually, delayers should have never worked since the ActionQueue update as
they always used the default rules for their output, which is obviously nonsense.
2014-03-23 09:28:22 +01:00
Jeija
1852e967a9 Send changesignals for placed receptors when not powered, make on_placenode code more readable
with comments. Also fixes a bug of lua- / microcontrollers not being updated when pushed by a
piston.
This could cause some bugs, even though I haven't found any while testing as it is a very core part of mesecons.
2014-03-21 21:31:34 +01:00
Jeija
a9427d267b Merge pull request #141 from ShadowNinja/commandblock_textarea
Use a textarea for the commandblock to accept multiple commands
2014-03-20 21:02:43 +01:00
Jeija
2cab6aa5ef Merge pull request #134 from Novatux/master
Fix a few bugs that caused effectors not to turn off sometimes
2014-03-20 09:28:03 +01:00
Jeija
37405e5a06 Fix #146 2014-03-19 15:13:23 +01:00
Jeija
3d2cfeace8 Fix #83 (experimental)
Why did we actually put the update action in a queue again? Whatever issue it that was for, I couldn't reproduce it.
Propably the ActionQueue fixed that...?
2014-03-19 14:47:22 +01:00
Jeija
df6829e553 Remove timer() from LuaController and make interrupt() use the ActionQueue so that it will keep working when restarting the server 2014-03-19 10:20:43 +01:00
Jeija
39a0e56c18 Improve and clean up luacontroller digiline_send on globalstep feature 2014-03-19 09:11:07 +01:00
Jeija
b50721c701 Merge branch 'digiline-non-reentrant' of https://github.com/CiaranG/minetest-mod-mesecons into CiaranG-digiline-non-reentrant
Conflicts:
	mesecons_luacontroller/init.lua
2014-03-16 21:12:50 +01:00
Jeija
38ff900274 Merge pull request #152 from CiaranG/timer
Add timer() function/event (node timer based) to luacontroller
2014-03-16 21:05:49 +01:00
Ciaran Gultnieks
9eda62df7b Add timer() function/event (node timer based) to luacontroller
This adds a timer(<seconds>) function, which causes an event of type
"timer" to be fired after that many seconds has elapsed.

Because it's node timer based, it works properly across server restarts
and block unloading. Thus, simplest example, a blinky plant replacement
with a 10 second period:

if event.type == "program" then
  timer(10)
elseif event.type == "timer" then
  port.a = not port.a
  timer(10)
end
2014-03-11 22:50:48 +00:00
Anthony
8440d05e8c Merge pull request #151 from CiaranG/lua-formspec
Handle luacontroller formspec events correctly
2014-03-11 18:11:35 -04:00
Ciaran Gultnieks
5d3cba0bd4 Handle luacontroller formspec events correctly
Example of problem fixed by this: Edit lua code, press Execute. Now
(execute button has focus), hold down a key. Zillions of "program"
events are generated.
2014-03-11 17:54:56 +00:00
Ciaran Gultnieks
5002315ec9 Send digiline messages after luacontroller execution
In the same way as for port settings, this queues up digiline messages
sent during the luacontroller's execution, and sends them afterwards.
This solves many problems, but one example:

1. Send a message, and receive a reply from another device.
2. While handling the reply event (effectively a nested invocation
   on the same luacontroller) make a change to memory
3. Notice that the memory change has no effect, because after
   completion of the reply handling, it stores the memory, but then
   the original invocation completes and overwrites it with it's
   own earlier copy of the same memory.
2014-03-11 17:34:30 +00:00
Jeija
a59f53d71a Merge pull request #148 from CiaranG/upper
Add missing string.upper to luacontroller
2014-02-16 14:33:35 +01:00
Ciaran Gultnieks
c240d399fb Add missing string.upper to luacontroller 2014-02-16 13:28:07 +00:00
Jeija
ee3797746f Fix #140 by adding a save button to the Player Detector 2014-01-19 14:12:34 +01:00
Jeija
8a71f51b26 Merge branch 'actionqueue'
This introduces the ActionQueue, a new kind of MESECONS_GLOBALSTEP.
Circuits using delayers will now resume when restarting the server.
Also, large circuits should automatically resume if parts of them are
in unloaded chunks.
Old circuits e.g. using gates will not resume when mesecons is updated,
which means you have to restart them once. But after that, it should work
just like it used to.
This will fix a lot of stuff but may also introduce some new bugs.
So please report them!
2014-01-19 13:59:22 +01:00
Jeija
a632a8abc8 Fix delayers and disable resuming if not using MESECONS_GLOBALSTEP 2014-01-19 13:57:11 +01:00
Jeija
a6bd955449 Merge pull request #144 from Novatux/gates-fix
Fix gates with serverstep code.
Let's give that a try.
2014-01-11 23:17:14 -08:00
Jeija
6c979a6ebb Merge pull request #142 from Novatux/actionqueue
Action Queue bugfixes by Novatux
2014-01-11 11:19:52 -08:00
Novatux
fe50e87da1 Make receptor_on/off overwritable, fix a serious bug. 2014-01-11 20:12:22 +01:00
Jeija
c8ef37f522 Actionqueue tweaks 2014-01-11 20:11:54 +01:00
Jeija
1a492feb7a Turnon/turnoff overwritable 2014-01-11 18:31:30 +01:00
ShadowNinja
eea4dbbea8 Use a textarea for the commandblock to accept multiple commands 2014-01-11 12:15:01 -05:00
ShadowNinja
cd30aed807 Fix #136 by always running commands as the placer 2014-01-11 11:42:23 -05:00
ShadowNinja
76b9198717 Revert "Remove command block until #136 is fixed"
This reverts commit 3f76b77001512a7b71a8c81c181f78729c34e0d0.
2014-01-11 11:42:23 -05:00
Jeija
d066b91632 Fix infinite priority bug in mesecon:turnoff, thanks to Novatux 2014-01-11 16:48:25 +01:00
Jeija
1083539e9b Resume turnon/off calls as soon as area is loaded in case turnon/off calls end in unloaded territory 2014-01-11 16:46:27 +01:00
Jeija
6afded8284 Fix unloaded area in receptor_off, yet it was only fixed in receptor_on 2014-01-11 16:18:35 +01:00
Jeija
ff5e315325 Fix ActionQueue delays 2014-01-11 15:36:30 +01:00
Jeija
f1211f7dae Add ActionQueue priority system
This makes effectors nearer to the source of the action (the receptor) update first.

This defines behaviour for this piston circuit: http://i.imgur.com/9Pp2Mzb.png
And defines, that this memory circuit does not work from this direction: http://i.imgur.com/jJn0aFh.png
But it will work when using the switch from the other side: http://i.imgur.com/nvw0oZB.png

Only if two effectors have the same distance, there is nothing we can do about it, behaviour is not defined.
"Distance" is determined by the stack size of recursions in turnon / turnoff.
Priorities are between 0 (lowest) and 1 (highest).
2014-01-11 14:57:56 +01:00
Jeija
93fb489bdb Fix the bugs spotted by Novatux - thanks for spotting them 2014-01-11 08:57:21 +01:00
Novatux
f1ae54ed12 Try to fix gateswith serverstep code. 2014-01-11 07:24:42 +01:00
Jeija
7517cc4af1 Add dummy mesecons_commandblock/init.lua as we keep the textures in that folder 2014-01-10 23:13:07 +01:00
Jeija
c067e52714 Merge pull request #138 from ShadowNinja/split_textures
Move textures into their mods
2014-01-10 14:10:20 -08:00
Jeija
2d004b19ea First draft of some kind of Action Queue (just like the globalstep queue in to_update), but more flexible and also including delay functionality (mesecon_delayer).
The queue is also saved to a file, so that when restarting mesecons, delayers resume to the state they had when the game shut down. Needs testing.
2014-01-10 22:33:40 +01:00
ShadowNinja
de6dd30745 Move textures into their mods 2014-01-10 13:13:02 -05:00