Common Mistakes: Create chapter
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- hr: true
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- title: Automatic Error Checking
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- title: Common Mistakes
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num: 19
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link: chapters/common_mistakes.html
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- title: Automatic Error Checking
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num: 20
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link: chapters/luacheck.html
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- title: Releasing a Mod
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num: 20
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num: 21
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link: chapters/releasing.html
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- title: Read More
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num: 21
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num: 22
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link: chapters/readmore.html
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- hr: true
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156
en/chapters/common_mistakes.md
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156
en/chapters/common_mistakes.md
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---
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title: Common Mistakes
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layout: default
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root: ../../
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---
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## Introduction
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This chapter will detail common mistakes that are made, and how to avoid them.
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* [Never Store ObjectRefs (ie: players or entities)](#never-store-objectrefs-ie-players-or-entities)
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* [Don't Trust Formspec Submissions](#dont-trust-formspec-submissions)
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* [Set ItemStacks After Changing Them](#set-itemstacks-after-changing-them)
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## Never Store ObjectRefs (ie: players or entities)
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If the Object a ObjectRef represents is deleted - for example, the player goes
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offline or the entity is unloaded - then calling any methods will result in a crash.
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Don't do this:
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{% highlight lua %}
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minetest.register_on_joinplayer(function(player)
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local function func()
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local pos = player:get_pos() -- BAD!
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-- `player` is stored in the scope then accessed later.
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-- If the player leaves in that second, the server *will* crash.
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end
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minetest.after(1, func)
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foobar[player:get_player_name()] = player
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-- RISKY
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-- It's recommended to just not do this
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-- use minetest.get_connected_players() and minetest.get_player_by_name() instead.
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end)
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{% endhighlight %}
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instead, do this:
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{% highlight lua %}
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minetest.register_on_joinplayer(function(player)
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local function func(name)
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-- Attempt to get the ref again
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local player = minetest.get_player_by_name(name)
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-- Check that the player is still online
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if player then
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-- Yay! This is fine
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local pos = player:get_pos()
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end
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end
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-- Pass the name into the function
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minetest.after(1, func, player:get_player_name())
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end)
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{% endhighlight %}
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## Don't Trust Formspec Submissions
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Malicious clients can submit formspecs whenever they like with whatever content
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they like.
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The following code has a vulnerability where any player can give
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themself moderator privileges:
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{% highlight lua %}
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local function show_formspec(name)
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if not minetest.check_player_privs(name, { privs = true }) then
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return false
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end
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minetest.show_formspec(name, "modman:modman", [[
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size[3,2]
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field[0,0;3,1;target;Name;]
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button_exit[0,1;3,1;sub;Promote]
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]])
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return true
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})
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minetest.register_on_player_receive_fields(function(player, formname, fields)
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-- BAD! Missing privilege check here!
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local privs = minetest.get_player_privs(fields.target)
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privs.kick = true
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privs.ban = true
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minetest.set_player_privs(fields.target, privs)
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return true
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end)
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{% endhighlight %}
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Instead, do this:
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{% highlight lua %}
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minetest.register_on_player_receive_fields(function(player, formname, fields)
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if not minetest.check_player_privs(name, { privs = true }) then
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return false
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end
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-- code
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end)
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{% endhighlight %}
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## Set ItemStacks After Changing Them
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Unlike most of the rest of the API, stacks work on a copy of the data rather than
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the stack in the inventory. This means that modifying a stacks won't actually that
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stack in the inventory.
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Don't do this:
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{% highlight lua %}
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local inv = player:get_inventory()
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local stack = inv:get_stack("main", 1)
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stack:get_meta():set_string("description", "Partially eaten")
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-- BAD! Modification will be lost
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{% endhighlight %}
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Do this:
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{% highlight lua %}
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local inv = player:get_inventory()
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local stack = inv:get_stack("main", 1)
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stack:get_meta():set_string("description", "Partially eaten")
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inv:set_stack("main", 1, stack)
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-- Correct! Item stack is set
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{% endhighlight %}
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The behaviour of callbacks is slightly more complicated. Modifying an itemstack you
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are given will change it for the caller too, and any subsequent callbacks. However
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it will only be saved in the engine if the callback caller sets it.
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Avoid this:
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{% highlight lua %}
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minetest.register_on_item_eat(function(hp_change, replace_with_item, itemstack, user, pointed_thing)
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itemstack:get_meta():set_string("description", "Partially eaten")
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-- Almost correct! Data will be lost if another callback cancels the behaviour
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end)
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{% endhighlight %}
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If no callbacks cancel, then the stack will be set and the description will be updated.
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If a callback cancels then the update may be lost. It's better to do this instead:
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{% highlight lua %}
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minetest.register_on_item_eat(function(hp_change, replace_with_item, itemstack, user, pointed_thing)
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itemstack:get_meta():set_string("description", "Partially eaten")
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user:get_inventory():set_stack("main", user:get_wield_index(), itemstack)
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-- Correct, description will always be set!
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end)
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{% endhighlight %}
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If the callbacks cancel or the callback runner doesn't set the stack,
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then our update will still be set.
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If the callbacks or the callback runner does set the stack, then our
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set_stack doesn't matter
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