-- -- This file contains built-in stuff in Luanti implemented in Lua. -- -- It is always loaded and executed after registration of the C API, -- before loading and running any mods. -- -- Initialize some very basic things function core.error_handler(err, level) return debug.traceback(tostring(err), level) end do local function concat_args(...) local n, t = select("#", ...), {...} for i = 1, n do t[i] = tostring(t[i]) end return table.concat(t, "\t") end function core.debug(...) core.log(concat_args(...)) end if core.print then local core_print = core.print -- Override native print and use -- terminal if that's turned on function print(...) core_print(concat_args(...)) end core.print = nil -- don't pollute our namespace end end do -- Note that PUC Lua just calls srand() which is already initialized by C++, -- but we don't want to rely on this implementation detail. local seed = 1048576 * (os.time() % 1048576) seed = seed + core.get_us_time() % 1048576 math.randomseed(seed) end minetest = core -- Load other files local scriptdir = core.get_builtin_path() local commonpath = scriptdir .. "common" .. DIR_DELIM local asyncpath = scriptdir .. "async" .. DIR_DELIM dofile(commonpath .. "math.lua") dofile(commonpath .. "vector.lua") dofile(commonpath .. "strict.lua") dofile(commonpath .. "serialize.lua") dofile(commonpath .. "misc_helpers.lua") if INIT == "game" then dofile(scriptdir .. "game" .. DIR_DELIM .. "init.lua") assert(not core.get_http_api) elseif INIT == "mainmenu" then local mm_script = core.settings:get("main_menu_script") local custom_loaded = false if mm_script and mm_script ~= "" then local testfile = io.open(mm_script, "r") if testfile then testfile:close() dofile(mm_script) custom_loaded = true core.log("info", "Loaded custom main menu script: "..mm_script) else core.log("error", "Failed to load custom main menu script: "..mm_script) core.log("info", "Falling back to default main menu script") end end if not custom_loaded then dofile(core.get_mainmenu_path() .. DIR_DELIM .. "init.lua") end elseif INIT == "async" then dofile(asyncpath .. "mainmenu.lua") elseif INIT == "async_game" then dofile(commonpath .. "metatable.lua") dofile(asyncpath .. "game.lua") elseif INIT == "client" then dofile(scriptdir .. "client" .. DIR_DELIM .. "init.lua") elseif INIT == "emerge" then dofile(scriptdir .. "emerge" .. DIR_DELIM .. "init.lua") else error(("Unrecognized builtin initialization type %s!"):format(tostring(INIT))) end