Add `minetest.get_game_info` and allow reading `game.conf` (#12989)

Co-authored-by: sfan5 <sfan5@live.de>
This commit is contained in:
Jude Melton-Houghton 2022-11-28 07:21:43 -05:00 committed by GitHub
parent 3fd5bff128
commit d0a118f5b1
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GPG Key ID: 4AEE18F83AFDEB23
7 changed files with 52 additions and 0 deletions

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@ -4879,6 +4879,18 @@ Utilities
or checking if a mod is enabled.
* `minetest.get_modnames()`: returns a list of enabled mods, sorted alphabetically.
* Does not include disabled mods, even if they are installed.
* `minetest.get_game_info()`: returns a table containing information about the
current game. Note that other meta information (e.g. version/release number)
can be manually read from `game.conf` in the game's root directory.
{
id = string,
title = string,
author = string,
-- The root directory of the game
path = string,
}
* `minetest.get_worldpath()`: returns e.g. `"/home/user/.minetest/world"`
* Useful for storing custom data
* `minetest.is_singleplayer()`

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@ -103,3 +103,10 @@ local function test_compress()
end
unittests.register("test_compress", test_compress)
local function test_game_info()
local info = minetest.get_game_info()
local game_conf = Settings(info.path .. "/game.conf")
assert(info.id == "devtest")
assert(info.title == game_conf:get("title"))
end
unittests.register("test_game_info", test_game_info)

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@ -40,6 +40,7 @@ namespace irr { namespace scene {
class ISceneManager;
}}
struct SubgameSpec;
struct ModSpec;
/*
An interface for fetching game-global definitions like tool and
@ -72,6 +73,7 @@ public:
virtual const std::vector<ModSpec> &getMods() const = 0;
virtual const ModSpec* getModSpec(const std::string &modname) const = 0;
virtual const SubgameSpec* getGameSpec() const { return nullptr; }
virtual std::string getWorldPath() const { return ""; }
virtual ModStorageDatabase *getModStorageDatabase() = 0;

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@ -579,6 +579,17 @@ bool ScriptApiSecurity::checkPath(lua_State *L, const char *path,
}
lua_pop(L, 1); // Pop mod name
// Allow read-only access to game directory
if (!write_required) {
const SubgameSpec *game_spec = gamedef->getGameSpec();
if (game_spec && !game_spec->path.empty()) {
str = fs::AbsolutePath(game_spec->path);
if (!str.empty() && fs::PathStartsWith(abs_path, str)) {
return true;
}
}
}
// Allow read-only access to all mod directories
if (!write_required) {
const std::vector<ModSpec> &mods = gamedef->getMods();

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@ -424,6 +424,20 @@ int ModApiServer::l_get_modnames(lua_State *L)
return 1;
}
// get_game_info()
int ModApiServer::l_get_game_info(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
const SubgameSpec *game_spec = getGameDef(L)->getGameSpec();
assert(game_spec);
lua_newtable(L);
setstringfield(L, -1, "id", game_spec->id);
setstringfield(L, -1, "title", game_spec->title);
setstringfield(L, -1, "author", game_spec->author);
setstringfield(L, -1, "path", game_spec->path);
return 1;
}
// get_worldpath()
int ModApiServer::l_get_worldpath(lua_State *L)
{
@ -608,6 +622,7 @@ void ModApiServer::Initialize(lua_State *L, int top)
API_FCT(get_current_modname);
API_FCT(get_modpath);
API_FCT(get_modnames);
API_FCT(get_game_info);
API_FCT(print);
@ -643,4 +658,5 @@ void ModApiServer::InitializeAsync(lua_State *L, int top)
API_FCT(get_current_modname);
API_FCT(get_modpath);
API_FCT(get_modnames);
API_FCT(get_game_info);
}

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@ -52,6 +52,9 @@ private:
// the returned list is sorted alphabetically for you
static int l_get_modnames(lua_State *L);
// get_game_info()
static int l_get_game_info(lua_State *L);
// print(text)
static int l_print(lua_State *L);

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@ -284,6 +284,7 @@ public:
virtual const std::vector<ModSpec> &getMods() const;
virtual const ModSpec* getModSpec(const std::string &modname) const;
virtual const SubgameSpec* getGameSpec() const { return &m_gamespec; }
static std::string getBuiltinLuaPath();
virtual std::string getWorldPath() const { return m_path_world; }