Age | Commit message (Collapse) | Author |
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Settings can now be retrieved by mesecon.setting(<name>, <default>) and can be modified without
editing the source code by adding the setting to minetest.conf
For instance, you can add mesecon.blinky_plant_interval = 0.5 to minetest.conf in order to
increase the blinking speed.
Rewrite the blinky plant with nodetimers.
Fixes #161
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flexibility and because it was never inteded to be OOP in the first
place.
mesecon.receptor_on and mesecon.receptor_off are provided by wrappers
(mesecon:receptor_on/off) for compatibility, but will be removed. Mod
programmers that use mesecons: Please update!
Also, fix microcontroller polluting the global namespace and remove some
deprecated stuff.
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This may also bring some performance benefit.
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Just some minor issues like dead code.
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more than 20 actions per second on lua- / microcontrollers and gates.
Fix a bug where a burnt luacontroller didn't have the correct pin-states as the burnt controller does not register any changes from outside.
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Why did we actually put the update action in a queue again? Whatever issue it that was for, I couldn't reproduce it.
Propably the ActionQueue fixed that...?
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so that it will keep working when restarting the server
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https://github.com/CiaranG/minetest-mod-mesecons into CiaranG-digiline-non-reentrant
Conflicts:
mesecons_luacontroller/init.lua
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Add timer() function/event (node timer based) to luacontroller
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This adds a timer(<seconds>) function, which causes an event of type
"timer" to be fired after that many seconds has elapsed.
Because it's node timer based, it works properly across server restarts
and block unloading. Thus, simplest example, a blinky plant replacement
with a 10 second period:
if event.type == "program" then
timer(10)
elseif event.type == "timer" then
port.a = not port.a
timer(10)
end
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Example of problem fixed by this: Edit lua code, press Execute. Now
(execute button has focus), hold down a key. Zillions of "program"
events are generated.
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In the same way as for port settings, this queues up digiline messages
sent during the luacontroller's execution, and sends them afterwards.
This solves many problems, but one example:
1. Send a message, and receive a reply from another device.
2. While handling the reply event (effectively a nested invocation
on the same luacontroller) make a change to memory
3. Notice that the memory change has no effect, because after
completion of the reply handling, it stores the memory, but then
the original invocation completes and overwrites it with it's
own earlier copy of the same memory.
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This introduces the ActionQueue, a new kind of MESECONS_GLOBALSTEP.
Circuits using delayers will now resume when restarting the server.
Also, large circuits should automatically resume if parts of them are
in unloaded chunks.
Old circuits e.g. using gates will not resume when mesecons is updated,
which means you have to restart them once. But after that, it should work
just like it used to.
This will fix a lot of stuff but may also introduce some new bugs.
So please report them!
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here and there to facilitate this.
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Multi rules
Merged for near-future textures to be merged cleanly.
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goto statement (bugs reported by Nore).
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cooled normally if they are moved (piston, etc...) during the cooling delay.
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and prevent interrupts from piling up (fixes #101, metadata trashing). Idea for burnt luacontroller comes from ShadowNinja.
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get out of the sandbox.
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next stable MT is released, uncomment the formspec_escape call to take advantave of formspec escaping.
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buttons, punching switches, and flipping levers all make sounds.
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item, just top)
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same time (output connected to input).
The behaviour of the controller can now be described this way:
The luacontroller sets port A, then B, then C, then D; if it is
interrupted by another event during that time it stops and let the
second event do the job.
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- Bug when using NOT-Gates
- Moved error label a little downwards
- On digiline event, msg and channel are now in event.*, not in
event.iid.*
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certain amount of time.
Whenever it is called, an event is set.
Possible events are: program, interrupt, on and off
It also contains additional information (on/off -> event.in; interrupt ->
event.iid)
iid must be an integer or string value, otherwise the interrupt is not active
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