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Add minetest.get_game_info
and allow reading game.conf
(#12989)
Co-authored-by: sfan5 <sfan5@live.de>
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@ -4879,6 +4879,18 @@ Utilities
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or checking if a mod is enabled.
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* `minetest.get_modnames()`: returns a list of enabled mods, sorted alphabetically.
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* Does not include disabled mods, even if they are installed.
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* `minetest.get_game_info()`: returns a table containing information about the
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current game. Note that other meta information (e.g. version/release number)
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can be manually read from `game.conf` in the game's root directory.
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{
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id = string,
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title = string,
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author = string,
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-- The root directory of the game
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path = string,
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}
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* `minetest.get_worldpath()`: returns e.g. `"/home/user/.minetest/world"`
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* Useful for storing custom data
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* `minetest.is_singleplayer()`
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@ -103,3 +103,10 @@ local function test_compress()
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end
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unittests.register("test_compress", test_compress)
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local function test_game_info()
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local info = minetest.get_game_info()
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local game_conf = Settings(info.path .. "/game.conf")
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assert(info.id == "devtest")
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assert(info.title == game_conf:get("title"))
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end
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unittests.register("test_game_info", test_game_info)
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@ -40,6 +40,7 @@ namespace irr { namespace scene {
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class ISceneManager;
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}}
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struct SubgameSpec;
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struct ModSpec;
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/*
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An interface for fetching game-global definitions like tool and
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@ -72,6 +73,7 @@ public:
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virtual const std::vector<ModSpec> &getMods() const = 0;
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virtual const ModSpec* getModSpec(const std::string &modname) const = 0;
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virtual const SubgameSpec* getGameSpec() const { return nullptr; }
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virtual std::string getWorldPath() const { return ""; }
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virtual ModStorageDatabase *getModStorageDatabase() = 0;
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@ -579,6 +579,17 @@ bool ScriptApiSecurity::checkPath(lua_State *L, const char *path,
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}
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lua_pop(L, 1); // Pop mod name
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// Allow read-only access to game directory
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if (!write_required) {
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const SubgameSpec *game_spec = gamedef->getGameSpec();
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if (game_spec && !game_spec->path.empty()) {
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str = fs::AbsolutePath(game_spec->path);
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if (!str.empty() && fs::PathStartsWith(abs_path, str)) {
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return true;
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}
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}
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}
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// Allow read-only access to all mod directories
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if (!write_required) {
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const std::vector<ModSpec> &mods = gamedef->getMods();
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@ -424,6 +424,20 @@ int ModApiServer::l_get_modnames(lua_State *L)
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return 1;
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}
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// get_game_info()
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int ModApiServer::l_get_game_info(lua_State *L)
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{
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NO_MAP_LOCK_REQUIRED;
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const SubgameSpec *game_spec = getGameDef(L)->getGameSpec();
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assert(game_spec);
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lua_newtable(L);
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setstringfield(L, -1, "id", game_spec->id);
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setstringfield(L, -1, "title", game_spec->title);
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setstringfield(L, -1, "author", game_spec->author);
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setstringfield(L, -1, "path", game_spec->path);
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return 1;
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}
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// get_worldpath()
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int ModApiServer::l_get_worldpath(lua_State *L)
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{
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@ -608,6 +622,7 @@ void ModApiServer::Initialize(lua_State *L, int top)
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API_FCT(get_current_modname);
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API_FCT(get_modpath);
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API_FCT(get_modnames);
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API_FCT(get_game_info);
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API_FCT(print);
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@ -643,4 +658,5 @@ void ModApiServer::InitializeAsync(lua_State *L, int top)
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API_FCT(get_current_modname);
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API_FCT(get_modpath);
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API_FCT(get_modnames);
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API_FCT(get_game_info);
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}
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@ -52,6 +52,9 @@ private:
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// the returned list is sorted alphabetically for you
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static int l_get_modnames(lua_State *L);
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// get_game_info()
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static int l_get_game_info(lua_State *L);
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// print(text)
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static int l_print(lua_State *L);
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@ -284,6 +284,7 @@ public:
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virtual const std::vector<ModSpec> &getMods() const;
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virtual const ModSpec* getModSpec(const std::string &modname) const;
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virtual const SubgameSpec* getGameSpec() const { return &m_gamespec; }
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static std::string getBuiltinLuaPath();
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virtual std::string getWorldPath() const { return m_path_world; }
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