--- title: Common Mistakes layout: default root: ../.. idx: 7.1 redirect_from: /en/chapters/common_mistakes.html --- ## Introduction This chapter will detail common mistakes that are made, and how to avoid them. * [Never Store ObjectRefs (ie: players or entities)](#never-store-objectrefs-ie-players-or-entities) * [Don't Trust Formspec Submissions](#dont-trust-formspec-submissions) * [Set ItemStacks After Changing Them](#set-itemstacks-after-changing-them) ## Never Store ObjectRefs (ie: players or entities) If the Object a ObjectRef represents is deleted - for example, the player goes offline or the entity is unloaded - then calling any methods will result in a crash. Don't do this: ```lua minetest.register_on_joinplayer(function(player) local function func() local pos = player:get_pos() -- BAD! -- `player` is stored in the scope then accessed later. -- If the player leaves in that second, the server *will* crash. end minetest.after(1, func) foobar[player:get_player_name()] = player -- RISKY -- It's recommended to just not do this -- use minetest.get_connected_players() and minetest.get_player_by_name() instead. end) ``` instead, do this: ```lua minetest.register_on_joinplayer(function(player) local function func(name) -- Attempt to get the ref again local player = minetest.get_player_by_name(name) -- Check that the player is still online if player then -- Yay! This is fine local pos = player:get_pos() end end -- Pass the name into the function minetest.after(1, func, player:get_player_name()) end) ``` ## Don't Trust Formspec Submissions Malicious clients can submit formspecs whenever they like with whatever content they like. The following code has a vulnerability where any player can give themselves moderator privileges: ```lua local function show_formspec(name) if not minetest.check_player_privs(name, { privs = true }) then return false end minetest.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 }) minetest.register_on_player_receive_fields(function(player, formname, fields) -- BAD! Missing privilege check here! local privs = minetest.get_player_privs(fields.target) privs.kick = true privs.ban = true minetest.set_player_privs(fields.target, privs) return true end) ``` Instead, do this: ```lua minetest.register_on_player_receive_fields(function(player, formname, fields) if not minetest.check_player_privs(name, { privs = true }) then return false end -- code end) ``` ## Set ItemStacks After Changing Them Notice how 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. 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: ```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. Avoid this: ```lua minetest.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, then the stack will be set and the description will be updated. If a callback cancels, then the update may be lost. It's better to do this instead: ```lua minetest.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 our update will still be set. If the callbacks or the callback runner does set the stack, then our set_stack doesn't matter.