Cuberite Forum
Random Chitchat 2012-2016 - Printable Version

+- Cuberite Forum (https://forum.cuberite.org)
+-- Forum: Off Topic (https://forum.cuberite.org/forum-9.html)
+--- Forum: Off Topic Discussion (https://forum.cuberite.org/forum-10.html)
+--- Thread: Random Chitchat 2012-2016 (/thread-434.html)

Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487


RE: What we're doing - NiLSPACE - 12-01-2013

Yea. math.random(min, max) also works.


RE: What we're doing - xoft - 12-01-2013

I wanted something repeatably-random, to test out the possibility of Lua interacting with the chunk generator, as shown in this code sample: http://mc-server.xoft.cz/LuaAPI/OnChunkGenerated.html
I found out that the code sample actually doesn't work, because the pseudorandom calculation there doesn't work in Lua, so I wanted to find something that would work.

I'm beginning to like the plugin Smile
Here's the code for anyone foolish enough to try:
https://github.com/madmaxoft/DoorMaze

It still doesn't load and save the mazes, so you'll be stuck with a non-functioning door maze after a server restart, but whatever.


RE: What we're doing - xoft - 12-02-2013

I've noticed a weird thing that plugin-writers should be aware of:
When MCServer gives you an object of any class, it means that MCServer owns it and MCServer may destroy it between calls to your plugin. I used the following code to store player coords (Vector3d class) in a table:
local PlayerPos = a_Player:GetPosition();  -- Get the player\'s position
g_Maze.Center = PlayerPos;  -- Store it in a global table
Imagine my surprise when the player logged off the server and suddenly the g_Maze's Center's values were weird, coords like 10e-300 and such. Only then did I realise that MCServer has given me the player position in its own managed pointer and it has freed that pointer when the player logged off; but Lua still had references to that pointer. I was "lucky" enough that the server didn't crash, there was something else in the memory, it just wasn't a Vector3d anymore.

The solution to this is to make a copy for all instances that you'll be storing in the globals:
-- Get the player position and create a copy (through Vector3d\'s copy-constructor)
local PlayerPos = Vector3d(a_Player:GetPosition());

-- Now this is a Lua-managed copy and only Lua can destroy that object, once it\'s not used.
-- As long as it\'s stored in any table, it\'s safely existing.
g_Maze.Center = PlayerPos;



RE: What we're doing - FakeTruth - 12-02-2013

Oohh, that is a good thing to know when writing plugins.


RE: What we're doing - NiLSPACE - 12-02-2013

Would that not be fixed if we change
const Vector3d & GetPosition  (void) const { return m_Pos;     }
to
const Vector3d & GetPosition  (void) const { return Vector3d(m_Pos);     }
in Entity.h?


RE: What we're doing - xoft - 12-02-2013

Bad news, everyone.
I've been trying to make MCServer work with LuaRocks. For those of you not knowing, LuaRocks is an online repository of Lua libraries that can be dynamically loaded into Lua. Those libraries provide an awesome range of stuff - socket communication, DB connectivity, filesystem access, encryption - you name it.
Unfortunately it won't work, either on Windows nor Unix, because those Rocks require dynamic linking to Lua's libraries.


RE: What we're doing - NiLSPACE - 12-02-2013

Maybe even create a GetChangingPosition or something that is the same as the GetPosition now.


RE: What we're doing - xoft - 12-02-2013

(12-02-2013, 05:07 AM)STR_Warrior Wrote: Would that not be fixed if we change [...]
No, that wouldn't probably even compile in C++, and even if it did, it would leak memory - there's no way to tell lua to take ownership of the object; and now everytime the C++ code queries entity's position, it makes a copy, thus putting quite a strain on the memory allocator.

It could be fixed by declaring
Vector3d GetPosition(void) const
{
  return m_Position;
}
This makes a copy and Lua / ToLua++ *might* know how to handle these. But it would still hurt the performance for C++ code.


RE: What we're doing - xoft - 12-02-2013

Woohoo, luarocks on Linux is working for me.
Now for the Windows version...


RE: What we're doing - xoft - 12-03-2013

Yay, LuaRocks on Windows is working for me in MCServer. I have successfully used the LuaSocket rock from within a MCServer script.
However, I cannot compile the rocks myself, that seems to produce invalid DLLs. Pity.

So, to sum up:
- we can use LuaRocks on Linux *if* we change the makefile to produce a dynamic executable ("-rdynamic" flag to link step). That linker flag may have other side effects, currently unknown. LuaRocks can be compiled and installed locally without any issue.
- we can use LuaRocks on Windows after some file-shuffling - the LuaRocks' lua DLLs need to be copied to MCServer's folder and the individual rocks' DLLs and lua files, too. We might avoid the need for the first one by compiling the Lua DLL for ourselves from the sources we have, it'd also be a cleaner solution. Still, the rocks have to be copied, because LuaRocks tries to use cygwin paths on all windows, even without cygwin installed. Also, I personally am unable to compile individual rocks.

Another windows update: When MCServer uses Lua as a DLL and LuaRocks is set up properly, including the environment variables, there's no need to copy any files, everything works out of the box, same as on Linux.