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Fix unused (and so, broken) enable_rollback_recording. This option must be reloaded at server loop but loaded when server starts, for data consistency (not a hot load variable)
ok @ShadowNinja
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b019221c30
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@ -570,6 +570,9 @@ core.register_chatcommand("rollback_check", {
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.. " seconds=86400=24h, limit=5)",
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privs = {rollback=true},
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func = function(name, param)
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if not core.setting_getbool("enable_rollback_recording") then
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return false, "Rollback functions are disabled."
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end
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local range, seconds, limit =
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param:match("(%d+) *(%d*) *(%d*)")
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range = tonumber(range) or 0
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@ -583,6 +586,10 @@ core.register_chatcommand("rollback_check", {
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local name = puncher:get_player_name()
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core.chat_send_player(name, "Checking " .. core.pos_to_string(pos) .. "...")
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local actions = core.rollback_get_node_actions(pos, range, seconds, limit)
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if not actions then
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core.chat_send_player(name, "Rollback functions are disabled")
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return
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end
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local num_actions = #actions
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if num_actions == 0 then
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core.chat_send_player(name, "Nobody has touched"
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@ -614,6 +621,9 @@ core.register_chatcommand("rollback", {
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description = "revert actions of a player; default for <seconds> is 60",
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privs = {rollback=true},
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func = function(name, param)
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if not core.setting_getbool("enable_rollback_recording") then
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return false, "Rollback functions are disabled."
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end
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local target_name, seconds = string.match(param, ":([^ ]+) *(%d*)")
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if not target_name then
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local player_name = nil
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@ -337,6 +337,7 @@
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# If true, disable cheat prevention in multiplayer
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#disable_anticheat = false
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# If true, actions are recorded for rollback
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# This option is only read when server starts
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#enable_rollback_recording = false
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# Handling for deprecated lua api calls:
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# "legacy" = (try to) mimic old behaviour (default for release).
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@ -1857,11 +1857,11 @@ void Map::transformLiquids(std::map<v3s16, MapBlock*> & modified_blocks)
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// Find out whether there is a suspect for this action
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std::string suspect;
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if(m_gamedef->rollback()){
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if(m_gamedef->rollback()) {
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suspect = m_gamedef->rollback()->getSuspect(p0, 83, 1);
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}
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if(!suspect.empty()){
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if(m_gamedef->rollback() && !suspect.empty()){
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// Blame suspect
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RollbackScopeActor rollback_scope(m_gamedef->rollback(), suspect, true);
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// Get old node for rollback
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@ -44,6 +44,9 @@ int ModApiRollback::l_rollback_get_node_actions(lua_State *L)
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int limit = luaL_checknumber(L, 4);
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Server *server = getServer(L);
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IRollbackManager *rollback = server->getRollbackManager();
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if (rollback == NULL) {
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return 0;
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}
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std::list<RollbackAction> actions = rollback->getNodeActors(pos, range, seconds, limit);
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std::list<RollbackAction>::iterator iter = actions.begin();
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@ -80,6 +83,13 @@ int ModApiRollback::l_rollback_revert_actions_by(lua_State *L)
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int seconds = luaL_checknumber(L, 2);
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Server *server = getServer(L);
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IRollbackManager *rollback = server->getRollbackManager();
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// If rollback is disabled, tell it's not a success.
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if (rollback == NULL) {
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lua_pushboolean(L, false);
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lua_newtable(L);
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return 2;
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}
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std::list<RollbackAction> actions = rollback->getRevertActions(actor, seconds);
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std::list<std::string> log;
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bool success = server->rollbackRevertActions(actions, &log);
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@ -243,9 +243,6 @@ Server::Server(
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std::string ban_path = m_path_world + DIR_DELIM "ipban.txt";
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m_banmanager = new BanManager(ban_path);
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// Create rollback manager
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m_rollback = new RollbackManager(m_path_world, this);
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ModConfiguration modconf(m_path_world);
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m_mods = modconf.getMods();
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std::vector<ModSpec> unsatisfied_mods = modconf.getUnsatisfiedMods();
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@ -353,6 +350,12 @@ Server::Server(
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// Initialize mapgens
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m_emerge->initMapgens();
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m_enable_rollback_recording = g_settings->getBool("enable_rollback_recording");
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if (m_enable_rollback_recording) {
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// Create rollback manager
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m_rollback = new RollbackManager(m_path_world, this);
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}
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// Give environment reference to scripting api
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m_script->initializeEnvironment(m_env);
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@ -1068,10 +1071,6 @@ void Server::AsyncRunStep(bool initial_step)
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counter = 0.0;
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m_emerge->startThreads();
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// Update m_enable_rollback_recording here too
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m_enable_rollback_recording =
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g_settings->getBool("enable_rollback_recording");
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}
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}
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