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Server: Add reason for leave to on_leaveplayer
callbacks
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@ -1912,8 +1912,9 @@ Call these functions only at load time!
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* If it returns a string, the player is disconnected with that string as reason
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* `minetest.register_on_joinplayer(func(ObjectRef))`
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* Called when a player joins the game
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* `minetest.register_on_leaveplayer(func(ObjectRef))`
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* `minetest.register_on_leaveplayer(func(ObjectRef, timed_out))`
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* Called when a player leaves the game
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* `timed_out`: True for timeout, false for other reasons.
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* `minetest.register_on_cheat(func(ObjectRef, cheat))`
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* Called when a player cheats
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* `cheat`: `{type=<cheat_type>}`, where `<cheat_type>` is one of:
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@ -135,7 +135,8 @@ void ScriptApiPlayer::on_joinplayer(ServerActiveObject *player)
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runCallbacks(1, RUN_CALLBACKS_MODE_FIRST);
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}
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void ScriptApiPlayer::on_leaveplayer(ServerActiveObject *player)
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void ScriptApiPlayer::on_leaveplayer(ServerActiveObject *player,
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bool timeout)
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{
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SCRIPTAPI_PRECHECKHEADER
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@ -144,7 +145,8 @@ void ScriptApiPlayer::on_leaveplayer(ServerActiveObject *player)
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lua_getfield(L, -1, "registered_on_leaveplayers");
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// Call callbacks
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objectrefGetOrCreate(L, player);
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runCallbacks(1, RUN_CALLBACKS_MODE_FIRST);
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lua_pushboolean(L, timeout);
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runCallbacks(2, RUN_CALLBACKS_MODE_FIRST);
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}
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void ScriptApiPlayer::on_cheat(ServerActiveObject *player,
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@ -38,7 +38,7 @@ public:
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bool on_prejoinplayer(const std::string &name, const std::string &ip,
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std::string *reason);
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void on_joinplayer(ServerActiveObject *player);
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void on_leaveplayer(ServerActiveObject *player);
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void on_leaveplayer(ServerActiveObject *player, bool timeout);
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void on_cheat(ServerActiveObject *player, const std::string &cheat_type);
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bool on_punchplayer(ServerActiveObject *player,
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ServerActiveObject *hitter, float time_from_last_punch,
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@ -2683,7 +2683,7 @@ void Server::DeleteClient(u16 peer_id, ClientDeletionReason reason)
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PlayerSAO *playersao = player->getPlayerSAO();
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assert(playersao);
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m_script->on_leaveplayer(playersao);
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m_script->on_leaveplayer(playersao, reason == CDR_TIMEOUT);
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playersao->disconnected();
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}
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