Common Mistakes
Introduction
This chapter details common mistakes, and how to avoid them.
- Be Careful When Storing ObjectRefs (ie: players or entities)
- Don’t Trust Formspec Submissions
- Set ItemStacks After Changing Them
Be Careful When Storing ObjectRefs (ie: players or entities)
An ObjectRef is invalidated when the player or entity it represents leaves the game. This may happen when the player goes offline, or the entity is unloaded or removed.
The methods of ObjectRefs will always return nil when invalid, since Minetest 5.2. Any call will essentially be ignored.
You should avoid storing ObjectRefs where possible. If you do to store an ObjectRef, you should make sure you check it before use, like so:
-- This only works in Minetest 5.2+
if obj:get_pos() then
-- is valid!
end
Don’t Trust Formspec Submissions
Malicious clients can submit formspecs whenever they like, with whatever content they like.
For example, the following code has a vulnerability which allows players to give themselves moderator privileges:
local function show_formspec(name)
if not core.check_player_privs(name, { privs = true }) then
return false
end
core.show_formspec(name, "modman:modman", [[
size[3,2]
field[0,0;3,1;target;Name;]
button_exit[0,1;3,1;sub;Promote]
]])
return true
})
core.register_on_player_receive_fields(function(player,
formname, fields)
-- BAD! Missing privilege check here!
local privs = core.get_player_privs(fields.target)
privs.kick = true
privs.ban = true
core.set_player_privs(fields.target, privs)
return true
end)
Add a privilege check to solve this:
core.register_on_player_receive_fields(function(player,
formname, fields)
if not core.check_player_privs(name, { privs = true }) then
return false
end
-- code
end)
Set ItemStacks After Changing Them
Have you noticed that it’s simply called an ItemStack
in the API, not an ItemStackRef
, similar to InvRef
? This is because an ItemStack
isn’t a reference - it’s a copy. Stacks work on a copy of the data rather than the stack in the inventory. This means that modifying a stack won’t actually modify that stack in the inventory.
For example, don’t do this:
local inv = player:get_inventory()
local stack = inv:get_stack("main", 1)
stack:get_meta():set_string("description", "Partially eaten")
-- BAD! Modification will be lost
Do this instead:
local inv = player:get_inventory()
local stack = inv:get_stack("main", 1)
stack:get_meta():set_string("description", "Partially eaten")
inv:set_stack("main", 1, stack)
-- Correct! Item stack is set
The behaviour of callbacks is slightly more complicated. Modifying an ItemStack
you are given will change it for the caller too, and any subsequent callbacks. However, it will only be saved in the engine if the callback caller sets it.
core.register_on_item_eat(function(hp_change, replace_with_item,
itemstack, user, pointed_thing)
itemstack:get_meta():set_string("description", "Partially eaten")
-- Almost correct! Data will be lost if another
-- callback cancels the behaviour
end)
If no callbacks cancel this, the stack will be set and the description will be updated, but if a callback does cancel this, then the update may be lost.
It’s better to do this instead:
core.register_on_item_eat(function(hp_change, replace_with_item,
itemstack, user, pointed_thing)
itemstack:get_meta():set_string("description", "Partially eaten")
user:get_inventory():set_stack("main", user:get_wield_index(),
itemstack)
-- Correct, description will always be set!
end)
If the callbacks cancel or the callback runner doesn’t set the stack, then the update will still be set. If the callbacks or the callback runner set the stack, then the use of set_stack doesn’t matter.