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 Lua for AC server

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blabla4198
Nirude
|HP|
TheKiller
samsattF
Sveark
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Nirude
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Lua for AC server - Page 2 Empty
PostSubject: Re: Lua for AC server   Lua for AC server - Page 2 EmptyTue Aug 30, 2011 5:29 am

OK Ty. And for the setposition, I would just need a setpos at spawn.
Maybe a spawn control would help: force a player to spawn at a chosen spawn point.
Is it possible? Or force a player to spawn at a ffa spawn?
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PostSubject: Re: Lua for AC server   Lua for AC server - Page 2 EmptyThu Nov 03, 2011 6:15 am

up! (added SvearkMod in Lua to Downloads section)
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Lua for AC server - Page 2 Empty
PostSubject: Re: Lua for AC server   Lua for AC server - Page 2 EmptyFri Nov 04, 2011 12:21 am

Update.
Added 3 functions:
1) getprimary (integer player_cn)
2) setprimary (integer target_cn, integer weapon)
3) getflagkeeper (integer flag)
Changed 1 function:
1) from: getammo (integer player_cn)
to: getammo (integer player_cn, integer weapon)
Fixed 4 functions: setfrags, setflags, setdeaths, setskin - now they work instantaneously
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PostSubject: Re: Lua for AC server   Lua for AC server - Page 2 EmptySat Nov 05, 2011 5:01 am

One more update!
Added 3 functions:
1) giveitem (integer target_cn, integer item_type)
2) getdefaultammo (integer weapon)
3) getservermaps ()
Fixed one thing: calling some functions (spawn, dodamage, forcearenawin, forcemapend) was leading to calling corresponding handlers (spawn - onPlayerSpawn, dodamage - onPlayerDeath, forcearenawin - onArenaWin, forcemapend - onMapEnd).
Now no function leads to calling handlers. You must do it yourself in Lua.
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PostSubject: Re: Lua for AC server   Lua for AC server - Page 2 EmptySat Nov 05, 2011 9:00 am

Update
Added 1 function: shuffleteams ()
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PostSubject: Re: Lua for AC server   Lua for AC server - Page 2 EmptySun Nov 06, 2011 5:18 am

Update.
Fixed voteend function - it was leading to crash
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PostSubject: Re: Lua for AC server   Lua for AC server - Page 2 EmptySun Nov 06, 2011 6:01 am

Sveark is back ^^ TY for all your work.
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PostSubject: Re: Lua for AC server   Lua for AC server - Page 2 EmptyThu Nov 10, 2011 3:19 am

Update. Added --lua switch to set Lua's scripts directory. Example of using:
./server.sh --lua "packages/Lua scripts 2/"
start server.bat --lua "packages/Lua scripts 2/"
a slash is at the ending
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Lua for AC server - Page 2 Empty
PostSubject: Re: Lua for AC server   Lua for AC server - Page 2 EmptyTue Nov 22, 2011 8:47 pm

I keep getting this error:
AssaultCube fatal error: could not create server info socket

sorry, i'm a noob at servers, but what's the problem here?
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PostSubject: Re: Lua for AC server   Lua for AC server - Page 2 EmptySat Nov 26, 2011 3:23 am

blabla4198, maybe you should use different server port

Update.
Added 3 functions:
1) setprotocol
2) getprotocol
3) getdefaultprotocol

If you're making some Lua script which alters AC's gameplay, then you must put this line in the beginning of your script:
setprotocol(-getdefaultprotocol())

Added 3 modules: lua-ex, luasocket and luasql (merely with MySQL). Maybe I'll make a ladder using MySQL
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PostSubject: Re: Lua for AC server   Lua for AC server - Page 2 EmptyThu Feb 23, 2012 12:27 am

Small, but significant update.
Added a handler:
onLuaNotice (string message)
and a function whicn invokes this handler:
luanotice (string message)
Fixed the luasql module on Linux (didn't work because of wrong library name)
Changed the sets of arguments of the 2 handlers:
from
onPlayerDamage (integer actor_cn, integer target_cn, integer damage)
to
onPlayerDamage (integer actor_cn, integer target_cn, integer damage, integer actor_gun, boolean gib)
and from
onPlayerDisconnect (integer actor_cn)
to
onPlayerDisconnect (integer actor_cn, integer reason)
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PostSubject: Re: Lua for AC server   Lua for AC server - Page 2 EmptySun Jun 10, 2012 12:56 pm

Version 1.2 has been released.

There added new constants describing voice commands (API: Constants, the Sound section).

New handlers:
(B) onPlayerSayVoice
onPlayerWeaponChange
(B) onItemSpawn
(B) onItemRespawn
onPlayerNameChange
(B) onPlayerRoleChange
(B) onPlayerRoleChangeTry
onMaprotRead
onPasswordsRead
onBlRead

New functions:
getnextmode
getnextmap
getmapitems
spawnitem
removebans
getscore
setscore
getadminpwd
removeadminpwd
setmasterserver
getmaprotnextmap
getmaprotnextmode
getadminpwds
getwholemaprot
setwholemaprot
getwholebl
setwholebl
strtoiprange

2 functions have had extended lists of arguments:
ban (integer target_cn, integer minutes (= default ban time))
setadminpwd (string admin_password, integer line = 0, boolean denyadmin = false)

1 handler has had an ability to block its action:
onPlayerDeath

The setmaxcl function has had spoofing effect (the maximum number of connected players ranges from 1 to 256)
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Park

Park


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Lua for AC server - Page 2 Empty
PostSubject: Re: Lua for AC server   Lua for AC server - Page 2 EmptyMon Jun 11, 2012 10:49 am

hey thats cool, yep cool! Very Happy

can i use :

- ban(acn)
or do i have to write ban(acn, 20) ?

- setadminpwd (string admin_password, 0, false)
0 (line) would overwrite line 0 ? or how does that work?
how do i set it to add it, temporarily OR add it to serverpwd.cfg?
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PostSubject: Re: Lua for AC server   Lua for AC server - Page 2 EmptyMon Jun 11, 2012 12:46 pm

You can use
ban(cn) -- regular ban
as well as
ban(cn, 60) -- for 60 minutes

Lua's functions do not alter configs, they simply operate data in the memory.
setadminpwd("thatpwd") -- just makes a static password with line = 0 and denyadmin = false
setadminpwd("thatpwd", 2, false) -- overwrites (without altering serverpwd.cfg) the password loaded from the serverpwd.cfg at line 2 (or creates a new one)

Note that config files in an AC server are periodically read. If on some phase a config file has been reread, then your changes have been canceled. For this reason I recommend you to put your code into onPasswordsRead(), onBlRead() and onMaprotRead() handlers. But there is the only exception: if setadminpwd doesn't find the password at given line, then it creates a static one, which is not removed when the configs are reread
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PostSubject: Re: Lua for AC server   Lua for AC server - Page 2 EmptyMon Jun 11, 2012 1:55 pm

k
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Park

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PostSubject: Re: Lua for AC server   Lua for AC server - Page 2 EmptyTue Jun 12, 2012 7:31 am

tested maxclient spoofing:

"maxclient exceeded: cannot register"

please fix that (maybe comment the line in serverms.cpp)
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PostSubject: Re: Lua for AC server   Lua for AC server - Page 2 EmptyTue Jun 12, 2012 7:43 am

nice Sveark
thx for the taking the time to update....
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PostSubject: Re: Lua for AC server   Lua for AC server - Page 2 EmptyTue Jun 12, 2012 11:39 pm

Park, oops... Allright, I fixed it, redownload the mod!
thx, |HP|
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PostSubject: Re: Lua for AC server   Lua for AC server - Page 2 EmptyThu Jul 12, 2012 4:19 am

Version 1.3!

New constants, describing:
socket types needed by the setsockettype function;
log levels used by the onLogLine handler.

New handlers:
onLogLine
onPlayerWeaponReload

New functions:
addclient
initclient
delclient
sayas
voiceas
setsockettype
sethostname

New module:
lualanes. This module implements an API to multithreading in Lua. May be useful in the handlers.

Fixed the cfg module: a Linux-server could only read config files generated by a Linux-server. Now a Lua-modded server reads config files generated in any OS (more precisely, in Windows or Linux).

And the last change: there applied the hitreg fix, which can be turned off by the --no-hitreg-fix switch.
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PostSubject: Re: Lua for AC server   Lua for AC server - Page 2 EmptyThu Jul 12, 2012 2:22 pm

A bug has been found: after calling settimeleft(), players receive skew time updates from the server. So settimeleft() had an effect, that is a bit different from the expected: for example, if timeleft was set to 1 minute, the game was running 30 seconds longer. Thanks Chidori for finding the bug. It have taken a place throughout all the versions. Now it is fixed (jul 12th). If someone has already managed to download a bugged 1.3, feel free to redownload the mod!
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PostSubject: Re: Lua for AC server   Lua for AC server - Page 2 EmptyFri Jul 20, 2012 12:36 pm

yo sveark, nice work, thanks again!
ive got one question:
How do i activate or use the multithreading API?
or does it always run?
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PostSubject: Re: Lua for AC server   Lua for AC server - Page 2 EmptyFri Jul 20, 2012 12:54 pm

The API is pluggable. To plug in it, write require "lanes" at the beginning of the script.

Code:
require "lanes"

function AVeryComplexCodeToRunInASeparateThread( SomeArgument )
  -- blah-blah
end

function onMapChange()
  local StartANewParallelThread = lanes.gen( AVeryComplexCodeToRunInASeparateThread )

  local TheArgument = "ohayou gozaimasu"
  StartANewParallelThread( TheArgument )

  -- asdaafadsf
end
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PostSubject: Re: Lua for AC server   Lua for AC server - Page 2 EmptyFri Jul 20, 2012 2:00 pm

ok,
i added it.

Edit:

for me it doesnt load eg. the geoip into a table; any thing into table, eg. gtop top.. admin pwds....

so i removed it again.

what about a onvoteEnd( voteResult, voteDetailes...)
handler? i could use it Smile Thanks, anyways!

[running in no-gui-mode]
now it hangs when i reload or shut it down:

lua: Destroying framework....

[with gui, just in a opened terminal:]

instant quit after reload.

most recent error on reload&exit:

Code:
Jul 20 22:34:20 <Lua> Destroying framework...
threading.c 399: pthread_cond_destroy(ref) failed, 16 EBUSY
stacktrace:
.//bin_unix/linux_server() [0x8080c96]
[0x110400]
[0x110416]
/lib/i386-linux-gnu/libc.so.6(gsignal+0x4f) [0x16b1ef]
/lib/i386-linux-gnu/libc.so.6(abort+0x175) [0x16e835]
./lua/extra/lua51-lanes.so(+0x5ba5) [0x3d8ba5]
./lua/extra/lua51-lanes.so(+0x5df6) [0x3d8df6]
./lua/extra/lua51-lanes.so(+0x40da) [0x3d70da]
./lua/extra/lua51-lanes.so(+0x6f90) [0x3d9f90]
./liblua.so(+0xa2ae) [0x9eb2ae]
./liblua.so(+0xa66b) [0x9eb66b]
./liblua.so(+0xbdc2) [0x9ecdc2]
./liblua.so(+0xc3ff) [0x9ed3ff]
./liblua.so(+0x997e) [0x9ea97e]
./liblua.so(lua_close+0x76) [0x9f2736]
./lua/extra/lua51-lanes.so(+0x2b3c) [0x3d5b3c]
/lib/i386-linux-gnu/libc.so.6(__cxa_finalize+0xab) [0x17030b]
./lua/extra/lua51-lanes.so(+0x25f4) [0x3d55f4]
./lua/extra/lua51-lanes.so(+0x8b3d) [0x3dbb3d]
/lib/ld-linux.so.2(+0x14628) [0xf72628]
stacktrace:
^C


i dont think its a problem of mine, but ill look.

is there a way to force quit the ac server?
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Lua for AC server - Page 2 Empty
PostSubject: Re: Lua for AC server   Lua for AC server - Page 2 EmptySat Jul 21, 2012 1:08 pm

Hm, this module seems to not work correctly under a 32-bit Linux scratch. It works fine for me, but there's one thing: from a lanes' thread it's impossible to access Lua's API (getfrags, shuffleteams, PLUGIN_BLOCK, etc...). I can already see the solution for this and I'll try to implement it.
Also, I think I made a bug in the 1.3 Lua for AC server - Page 2 Mda10 - onMapChange isn't called when someone joins the server when it's empty. Park, I'll need your help with compilling the sources under a 32-bit Linux machine.
As to the onVoteEnd handler - ok, I'make it.
And there's no way to shut down the server. Of course, I can make a function doing this, but what about restarting? Hmm, I'll think of restarting
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PostSubject: Re: Lua for AC server   Lua for AC server - Page 2 EmptySat Jul 21, 2012 3:26 pm

Smile thy, well talk about compiling later. No need for restart/shutdown functions. I was thinking of killall linux_server cmnd. Forgot about it.

sveark, maybe you can make the php script AND the lua side of the Interface i asked for via email.
I wont have much time, the next weeks.

Web Chat:

enter site > Log in with a already registered name + password from the login system * > Chat window**


* the userconfig file is called "AC_SUPPLY_users.cfg"
looks like:

[Lua Config File]
dietrich=password
username(lower)=password

logging in adds the client with that addclient command, leaving (by a log out button or timeout) uses delclient ....

** Chat window:

bla bla bla bla

10 lines of text

bla bla bla bla


[enter your text here - part ] [ Submit - button]



Not neccessarrry but would be cool:

Map overview with all clients position ... .... ... ... well only if your bored Smile

if i use setpwd and put a password, how do i remove it?


Ill be here tonight. tomorrow gone for a week again.
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