[Mod] outgame intervention [outgame_intervention]

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Hybrid Dog
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[Mod] outgame intervention [outgame_intervention]

by Hybrid Dog » Mon Dec 22, 2014 13:19

This mod allows you to let minetest execute a .lua file which you just created.
By default it runs code from a file called "tmp.lua" at your worldpath, which you need to create yourself.
You can e.g. kick this player called "admin":
* go to the folder of the world which is used
* add the tmp.lua file
* open it with a texteditor
* write minetest.kick_player("admin", "Why do you use such a name? We all know that you are not a real admin.")
* save it, e.g. by pressing ctrl+s
* be happy that it worked

l put these links here
http://dev.minetest.net/Category:Methods
http://dev.minetest.net/minetest.chat_send_all
http://dev.minetest.net/minetest.request_shutdown
http://dev.minetest.net/minetest.kick_player

License: WTFPL
Download: zip, tar.gz
github: outgame_intervention

Image

If you got ideas or found bugs, please tell them to me.

How to install a mod?
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Last edited by Hybrid Dog on Thu May 26, 2016 10:15, edited 7 times in total.

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TG-MyinaWD
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Re: [Mod] outgame intervention [outgame_intervention]

by TG-MyinaWD » Mon Dec 22, 2014 14:41

Yeah nicely done.
But would be cool can make an Temporary Mod. Like few new tools or something. Maybe an Signature mod per World/Server.

That if can have it work and run the textures and all.

Haven't tested yet.
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I prefer to be considered as a "Girl/Lady/Miss/Madam/Female" for now on.
 

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Hybrid Dog
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Re: [Mod] outgame intervention [outgame_intervention]

by Hybrid Dog » Mon Dec 22, 2014 15:03

Alt. Tester wrote:But would be cool can make an Temporary Mod. Like few new tools or something. Maybe an Signature mod per World/Server.

That if can have it work and run the textures and all.

you can put mods into <world>/worldmods/ to have it only for this world

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ExeterDad
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Re: [Mod] outgame intervention [outgame_intervention]

by ExeterDad » Mon Dec 22, 2014 20:17

So in theory. If this mod was installed on a remote server, could one echo or use cat via a ssh shell and run commands the same way?
 

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Hybrid Dog
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Re: [Mod] outgame intervention [outgame_intervention]

by Hybrid Dog » Mon Dec 22, 2014 20:46

ExeterDad wrote:So in theory. If this mod was installed on a remote server, could one echo or use cat via a ssh shell and run commands the same way?

He/she would need e.g. to use nano and edit/create the tmp.lua file.
$ cd <worldpath>
$ nano
write minetest.chat_send_all("hello, players")
ctrl+o
write tmp.lua
enter

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ExeterDad
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Re: [Mod] outgame intervention [outgame_intervention]

by ExeterDad » Tue Dec 23, 2014 00:04

so just as long as the command is written to the tmp.lua file...
the mod will repeatedly check the file and execute whatever command is written there?
So from a shell:
Code: Select all
lee@my-linux-server ~ $ echo 'minetest.chat_send_all("hello, players")' > /path/to/worldfolder/tmp.lua

Would write the command to the file and it should be read. This is freaking huge! Scripts can be written, data collected, and all kinds of stuff can be done automagically!

I am pretty excited. You opened some doors with this script :D
 

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Hybrid Dog
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Re: [Mod] outgame intervention [outgame_intervention]

by Hybrid Dog » Tue Dec 23, 2014 12:46

ExeterDad wrote:so just as long as the command is written to the tmp.lua file...
the mod will repeatedly check the file and execute whatever command is written there?

It repeatedly checks the file and if it's not empty, it executes it and makes it empty that the file gets executed only one time. If you want to have iterations, just use lua iterations, you can also add a new globalstep function.
Take care that you don't write a typo, else minetest(server) would crash(shutdown), l think.

ExeterDad wrote:I am pretty excited. You opened some doors with this script :D

The doors weren't locked before.

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ExeterDad
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Re: [Mod] outgame intervention [outgame_intervention]

by ExeterDad » Tue Dec 23, 2014 13:30

Hybrid Dog wrote:The doors weren't locked before.

Well you turned on a light bulb for me :)
 

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Re: [Mod] outgame intervention [outgame_intervention]

by Krock » Tue Dec 23, 2014 14:37

It's easy to crash a server by saving something incomplete.
It would be cool if it's possible to add something like a try {} catch {} around the dofile() part.
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by Hybrid Dog » Tue Sep 22, 2015 15:22

Krock wrote:It's easy to crash a server by saving something incomplete.

fixed

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