--
function core.check_player_privs(name, ...)
- local arg_type = type(name)
- if (arg_type == "userdata" or arg_type == "table") and
- name.get_player_name then -- If it quacks like a Player...
+ if core.is_player(name) then
name = name:get_player_name()
- elseif arg_type ~= "string" then
- error("Invalid core.check_player_privs argument type: " .. arg_type, 2)
+ elseif type(name) ~= "string" then
+ error("core.check_player_privs expects a player or playername as " ..
+ "argument.", 2)
end
local requested_privs = {...}
end
+function core.is_player(player)
+ -- a table being a player is also supported because it quacks sufficiently
+ -- like a player if it has the is_player function
+ local t = type(player)
+ return (t == "userdata" or t == "table") and
+ type(player.is_player) == "function" and player:is_player()
+end
+
+
function minetest.player_exists(name)
return minetest.get_auth_handler().get_auth(name) ~= nil
end
* Set node on all positions set in the first argument.
* e.g. `minetest.bulk_set_node({{x=0, y=1, z=1}, {x=1, y=2, z=2}}, {name="default:stone"})`
* For node specification or position syntax see `minetest.set_node` call
- * Faster than set_node due to single call, but still considerably slower than
+ * Faster than set_node due to single call, but still considerably slower than
Voxel Manipulators (LVM) for large numbers of nodes.
- Unlike LVMs, this will call node callbacks. It also allows setting nodes in spread out
+ Unlike LVMs, this will call node callbacks. It also allows setting nodes in spread out
positions which would cause LVMs to waste memory.
For setting a cube, this is 1.3x faster than set_node whereas LVM is 20x faster.
* `minetest.swap_node(pos, node)`
### Misc.
* `minetest.get_connected_players()`: returns list of `ObjectRefs`
+* `minetest.is_player(o)`: boolean, whether `o` is a player
* `minetest.player_exists(name)`: boolean, whether player exists (regardless of online status)
* `minetest.hud_replace_builtin(name, hud_definition)`
* Replaces definition of a builtin hud element