(gameidx < (int) games.size())) {
// Create world if it doesn't exist
- if(!initializeWorld(path, games[gameidx].id)){
+ if (!loadGameConfAndInitWorld(path, games[gameidx])) {
lua_pushstring(L, "Failed to initialize world");
-
- }
- else {
- lua_pushnil(L);
+ } else {
+ lua_pushnil(L);
}
- }
- else {
+ } else {
lua_pushstring(L, "Invalid game index");
}
return 1;
infostream<<"- game: "<<m_gamespec.path<<std::endl;
// Create world if it doesn't exist
- if(!initializeWorld(m_path_world, m_gamespec.id))
+ if(!loadGameConfAndInitWorld(m_path_world, m_gamespec))
throw ServerError("Failed to initialize world");
// Create server thread
clearNoLock();
}
+void Settings::clearDefaults()
+{
+ JMutexAutoLock lock(m_mutex);
+ clearDefaultsNoLock();
+}
void Settings::updateValue(const Settings &other, const std::string &name)
{
delete it->second.group;
m_settings.clear();
+ clearDefaultsNoLock();
+}
+
+void Settings::clearDefaultsNoLock()
+{
+ std::map<std::string, SettingsEntry>::const_iterator it;
for (it = m_defaults.begin(); it != m_defaults.end(); ++it)
delete it->second.group;
m_defaults.clear();
}
+
void Settings::registerChangedCallback(std::string name,
setting_changed_callback cbf, void *userdata)
{
// remove a setting
bool remove(const std::string &name);
void clear();
+ void clearDefaults();
void updateValue(const Settings &other, const std::string &name);
void update(const Settings &other);
void registerChangedCallback(std::string name, setting_changed_callback cbf, void *userdata = NULL);
void updateNoLock(const Settings &other);
void clearNoLock();
+ void clearDefaultsNoLock();
void doCallbacks(std::string name);
return worlds;
}
-bool initializeWorld(const std::string &path, const std::string &gameid)
+bool loadGameConfAndInitWorld(const std::string &path, const SubgameSpec &gamespec)
{
+ // Override defaults with those provided by the game.
+ // We clear and reload the defaults because the defaults
+ // might have been overridden by other subgame config
+ // files that were loaded before.
+ g_settings->clearDefaults();
+ set_default_settings(g_settings);
+ Settings game_defaults;
+ getGameMinetestConfig(gamespec.path, game_defaults);
+ override_default_settings(g_settings, &game_defaults);
+
infostream << "Initializing world at " << path << std::endl;
fs::CreateAllDirs(path);
- // Initialize default settings and override defaults with those
- // provided by the game
- Settings game_defaults;
- getGameMinetestConfig(path, game_defaults);
- override_default_settings(g_settings, &game_defaults);
-
// Create world.mt if does not already exist
std::string worldmt_path = path + DIR_DELIM "world.mt";
if (!fs::PathExists(worldmt_path)) {
std::ostringstream ss(std::ios_base::binary);
- ss << "gameid = " << gameid << "\nbackend = sqlite3\n"
- << "creative_mode = " << g_settings->get("creative_mode")
- << "\nenable_damage = " << g_settings->get("enable_damage") << "\n";
+ ss << "gameid = " << gamespec.id
+ << "\nbackend = sqlite3"
+ << "\ncreative_mode = " << g_settings->get("creative_mode")
+ << "\nenable_damage = " << g_settings->get("enable_damage")
+ << "\n";
if (!fs::safeWriteToFile(worldmt_path, ss.str()))
return false;
std::vector<WorldSpec> getAvailableWorlds();
-// Create world directory and world.mt if they don't exist
-bool initializeWorld(const std::string &path, const std::string &gameid);
+// loads the subgame's config and creates world directory
+// and world.mt if they don't exist
+bool loadGameConfAndInitWorld(const std::string &path, const SubgameSpec &gamespec);
#endif