-- Interval between movement checks (in seconds).
local INTERVAL = 5
-- Minimum distance to move to register as not AFK (in blocks).
local MINDIST = 0.2
-- If player does not move within this time, kick player (in seconds).
local TIMEOUT = 300 -- 5 minutes
local time_afk = { }
local last_pos = { }
local function check_moved()
for _, p in ipairs(minetest.get_connected_players()) do
local plname = p:get_player_name()
local pos = p:getpos()
local kicked
if last_pos[plname] then
local d = vector.distance(last_pos[plname], pos)
print("Player: "..plname..", Dist: "..d)
if d < MINDIST then
time_afk[plname] = (time_afk[plname] or 0) + INTERVAL
if time_afk[plname] >= TIMEOUT then
minetest.kick_player(plname,
"Inactive for "..TIMEOUT.." seconds.")
kicked = true
end
else
time_afk[plname] = 0
end
end
if not kicked then
last_pos[plname] = pos
end
end
minetest.after(INTERVAL, check_moved)
end
minetest.after(INTERVAL, check_moved)
minetest.register_on_leaveplayer(function(player)
local plname = player:get_player_name()
time_afk[plname] = nil
last_pos[plname] = nil
end)
CWz wrote:i don't think the timeout time resets if the player starts moving
Sol wrote:keza, is there any particular advantage of using .after instead of globalstep?
cacatoès wrote:Thanks for the code.
Are there chances for this to be merged into minetest ?
kaeza wrote:By using `after`, I avoid having to implement a timer to do it at some intervals. The `on_globalstep` callbacks run on every server step, which would be potentially slower and not really needed in this case.
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