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mirror of https://github.com/Uberi/Minetest-WorldEdit.git synced 2024-12-26 02:30:40 +01:00

Fix runtime error checking with lua* commands

This commit is contained in:
ShadowNinja 2014-07-20 13:42:57 -04:00
parent 82ef580fae
commit e383e8ce00
2 changed files with 29 additions and 21 deletions

View File

@ -1,7 +1,9 @@
worldedit = worldedit or {} worldedit = worldedit or {}
local minetest = minetest -- local copy of global local minetest = minetest -- local copy of global
--modifies positions `pos1` and `pos2` so that each component of `pos1` is less than or equal to its corresponding conent of `pos2`, returning two new positions -- Copies and modifies positions `pos1` and `pos2` so that each component of
-- `pos1` is less than or equal to the corresponding component of `pos2`.
-- Returns the new positions.
worldedit.sort_pos = function(pos1, pos2) worldedit.sort_pos = function(pos1, pos2)
pos1 = {x=pos1.x, y=pos1.y, z=pos1.z} pos1 = {x=pos1.x, y=pos1.y, z=pos1.z}
pos2 = {x=pos2.x, y=pos2.y, z=pos2.z} pos2 = {x=pos2.x, y=pos2.y, z=pos2.z}
@ -17,30 +19,33 @@ worldedit.sort_pos = function(pos1, pos2)
return pos1, pos2 return pos1, pos2
end end
--executes `code` as a Lua chunk in the global namespace, returning an error if the code fails or nil otherwise -- Executes `code` as a Lua chunk in the global namespace,
-- returning an error if the code fails, or nil otherwise.
worldedit.lua = function(code) worldedit.lua = function(code)
local operation, message = loadstring(code) local func, err = loadstring(code)
if operation == nil then --code parsing failed if not func then -- Syntax error
return message return err
end end
local status, message = pcall(operation) local good, err = pcall(operation)
if status == nil then --operation failed if not good then -- Runtime error
return message return err
end end
return nil return nil
end end
--executes `code` as a Lua chunk in the global namespace with the variable pos available, for each node in a region defined by positions `pos1` and `pos2`, returning an error if the code fails or nil otherwise -- Executes `code` as a Lua chunk in the global namespace with the variable
-- pos available, for each node in a region defined by positions `pos1` and
-- `pos2`, returning an error if the code fails, or nil otherwise
worldedit.luatransform = function(pos1, pos2, code) worldedit.luatransform = function(pos1, pos2, code)
local pos1, pos2 = worldedit.sort_pos(pos1, pos2) pos1, pos2 = worldedit.sort_pos(pos1, pos2)
local factory, message = loadstring("return function(pos) " .. code .. " end") local factory, err = loadstring("return function(pos) " .. code .. " end")
if factory == nil then --code parsing failed if not factory then -- Syntax error
return message return err
end end
local operation = factory() local func = factory()
--make area stay loaded -- Keep area loaded
local manip = minetest.get_voxel_manip() local manip = minetest.get_voxel_manip()
manip:read_from_map(pos1, pos2) manip:read_from_map(pos1, pos2)
@ -50,9 +55,9 @@ worldedit.luatransform = function(pos1, pos2, code)
while pos.y <= pos2.y do while pos.y <= pos2.y do
pos.z = pos1.z pos.z = pos1.z
while pos.z <= pos2.z do while pos.z <= pos2.z do
local status, message = pcall(operation, pos) local good, err = pcall(func, pos)
if status == nil then --operation failed if not good then -- Runtime error
return message return err
end end
pos.z = pos.z + 1 pos.z = pos.z + 1
end end
@ -62,3 +67,4 @@ worldedit.luatransform = function(pos1, pos2, code)
end end
return nil return nil
end end

View File

@ -1,7 +1,9 @@
worldedit = worldedit or {} worldedit = worldedit or {}
local minetest = minetest --local copy of global local minetest = minetest --local copy of global
--modifies positions `pos1` and `pos2` so that each component of `pos1` is less than or equal to its corresponding conent of `pos2`, returning two new positions -- Copies and modifies positions `pos1` and `pos2` so that each component of
-- `pos1` is less than or equal to the corresponding component of `pos2`.
-- Returns the new positions.
worldedit.sort_pos = function(pos1, pos2) worldedit.sort_pos = function(pos1, pos2)
pos1 = {x=pos1.x, y=pos1.y, z=pos1.z} pos1 = {x=pos1.x, y=pos1.y, z=pos1.z}
pos2 = {x=pos2.x, y=pos2.y, z=pos2.z} pos2 = {x=pos2.x, y=pos2.y, z=pos2.z}