end)
local id = nil
-local server_info = core.get_server_info()
-print("Server version: " .. server_info.protocol_version)
-print("Server ip: " .. server_info.ip)
-print("Server address: " .. server_info.address)
-print("Server port: " .. server_info.port)
+do
+ local server_info = core.get_server_info()
+ print("Server version: " .. server_info.protocol_version)
+ print("Server ip: " .. server_info.ip)
+ print("Server address: " .. server_info.address)
+ print("Server port: " .. server_info.port)
-print("CSM restrictions: " .. dump(core.get_csm_restrictions()))
+ print("CSM restrictions: " .. dump(core.get_csm_restrictions()))
+
+ local l1, l2 = core.get_language()
+ print("Configured language: " .. l1 .. " / " .. l2)
+end
mod_channel = core.mod_channel_join("experimental_preview")
the trailing separator. This is useful to load additional Lua files
contained in your mod:
e.g. `dofile(minetest.get_modpath(minetest.get_current_modname()) .. "stuff.lua")`
-* `minetest.get_language()`: returns the currently set gettext language.
+* `minetest.get_language()`: returns two strings
+ * the current gettext locale
+ * the current language code (the same as used for client-side translations)
* `minetest.get_version()`: returns a table containing components of the
engine version. Components:
* `project`: Name of the project, eg, "Minetest"
int ModApiClient::l_get_language(lua_State *L)
{
- char *locale = setlocale(LC_ALL, "");
+ char *locale = setlocale(LC_MESSAGES, NULL);
+ std::string lang = gettext("LANG_CODE");
+ if (lang == "LANG_CODE")
+ lang = "";
+
lua_pushstring(L, locale);
- return 1;
+ lua_pushstring(L, lang.c_str());
+ return 2;
}
int ModApiClient::l_get_wielded_item(lua_State *L)