--- title: Common Mistakes layout: default root: ../.. idx: 8.1 redirect_from: /en/chapters/common_mistakes.html --- ## Introduction This chapter details common mistakes, and how to avoid them. - [Be Careful When Storing ObjectRefs (ie: players or entities)](#be-careful-when-storing-objectrefs-ie-players-or-entities) - [Don't Trust Formspec Submissions](#dont-trust-formspec-submissions) - [Set ItemStacks After Changing Them](#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: ```lua -- 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: ```lua 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: ```lua 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: ```lua 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: ```lua 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. ```lua 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: ```lua 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.