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https://github.com/minetest/minetest.git
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f3ad75691a
* Load client-side mods into memory before executing them. This removes the remaining filesystem access that client-sided mods had and it will hopefully make then more secure. * Lua Virtual filesystem: don't load the files into memory just scan the filenames into memory. * Fix the issues with backtrace * fix most of the issues * fix code style. * add a comment
55 lines
1.5 KiB
Lua
55 lines
1.5 KiB
Lua
--
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-- This file contains built-in stuff in Minetest implemented in Lua.
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--
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-- It is always loaded and executed after registration of the C API,
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-- before loading and running any mods.
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--
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-- Initialize some very basic things
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function core.debug(...) core.log(table.concat({...}, "\t")) end
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if core.print then
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local core_print = core.print
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-- Override native print and use
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-- terminal if that's turned on
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function print(...)
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local n, t = select("#", ...), {...}
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for i = 1, n do
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t[i] = tostring(t[i])
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end
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core_print(table.concat(t, "\t"))
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end
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core.print = nil -- don't pollute our namespace
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end
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math.randomseed(os.time())
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os.setlocale("C", "numeric")
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minetest = core
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-- Load other files
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local scriptdir = core.get_builtin_path()
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local gamepath = scriptdir .. "game" .. DIR_DELIM
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local clientpath = scriptdir .. "client" .. DIR_DELIM
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local commonpath = scriptdir .. "common" .. DIR_DELIM
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local asyncpath = scriptdir .. "async" .. DIR_DELIM
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dofile(commonpath .. "strict.lua")
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dofile(commonpath .. "serialize.lua")
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dofile(commonpath .. "misc_helpers.lua")
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if INIT == "game" then
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dofile(gamepath .. "init.lua")
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elseif INIT == "mainmenu" then
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local mm_script = core.settings:get("main_menu_script")
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if mm_script and mm_script ~= "" then
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dofile(mm_script)
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else
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dofile(core.get_mainmenu_path() .. DIR_DELIM .. "init.lua")
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end
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elseif INIT == "async" then
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dofile(asyncpath .. "init.lua")
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elseif INIT == "client" then
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os.setlocale = nil
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dofile(clientpath .. "init.lua")
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else
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error(("Unrecognized builtin initialization type %s!"):format(tostring(INIT)))
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end
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