Fix item drop on laggy servers

This commit is contained in:
jordan4ibanez 2021-04-01 23:48:00 -04:00
parent 0dbe66f3b4
commit 2f272b3dff

View file

@ -1,6 +1,6 @@
local has_awards = minetest.get_modpath("awards")
mcl_item_entity = {}
local mcl_item_entity = {}
--basic settings
local item_drop_settings = {} --settings table
@ -74,7 +74,15 @@ local disable_physics = function(object, luaentity, ignore_check, reset_movement
end
end
--this is a 0.2 second tick globally across all players
local item_check_ticker = 0
minetest.register_globalstep(function(dtime)
item_check_ticker = item_check_ticker + dtime
if item_check_ticker >= 0.2 then
item_check_ticker = 0
print(dtime)
for _,player in pairs(minetest.get_connected_players()) do
if player:get_hp() > 0 or not minetest.settings:get_bool("enable_damage") then
local pos = player:get_pos()
@ -89,7 +97,7 @@ minetest.register_globalstep(function(dtime)
if object:get_luaentity()._magnet_timer >= 0 and object:get_luaentity()._magnet_timer < item_drop_settings.magnet_time and inv and inv:room_for_item("main", ItemStack(object:get_luaentity().itemstring)) then
-- Collection
if vector.distance(checkpos, object:get_pos()) <= item_drop_settings.radius_collect and not object:get_luaentity()._removed then
if not object:get_luaentity()._removed then
-- Ignore if itemstring is not set yet
if object:get_luaentity().itemstring ~= "" then
inv:add_item("main", ItemStack(object:get_luaentity().itemstring))
@ -101,67 +109,14 @@ minetest.register_globalstep(function(dtime)
check_pickup_achievements(object, player)
object:move_to(checkpos, false)
-- Destroy entity
-- This just prevents this section to be run again because object:remove() doesn't remove the item immediately.
object:get_luaentity()._removed = true
object:remove()
collected = true
end
-- Magnet
else
object:get_luaentity()._magnet_active = true
object:get_luaentity()._collector_timer = 0
-- Move object to player
disable_physics(object, object:get_luaentity())
local opos = object:get_pos()
local vec = vector.subtract(checkpos, opos)
vec = vector.add(opos, vector.divide(vec, 2))
object:move_to(vec)
--fix eternally falling items
minetest.after(0, function(object)
local lua = object:get_luaentity()
if lua then
object:set_acceleration({x=0, y=0, z=0})
end
end, object)
--this is a safety to prevent items flying away on laggy servers
if item_drop_settings.collection_safety == true then
if object:get_luaentity().init ~= true then
object:get_luaentity().init = true
minetest.after(1, function(args)
local playername = args[1]
local player = minetest.get_player_by_name(playername)
local object = args[2]
local lua = object:get_luaentity()
if player == nil or not player:is_player() or object == nil or lua == nil or lua.itemstring == nil then
return
end
if inv:room_for_item("main", ItemStack(object:get_luaentity().itemstring)) then
inv:add_item("main", ItemStack(object:get_luaentity().itemstring))
if not object:get_luaentity()._removed then
minetest.sound_play("item_drop_pickup", {
pos = pos,
max_hear_distance = 16,
gain = 1.0,
}, true)
end
check_pickup_achievements(object, player)
object:get_luaentity()._removed = true
object:remove()
else
enable_physics(object, object:get_luaentity())
end
end, {player:get_player_name(), object})
end
end
end
end
@ -184,6 +139,7 @@ minetest.register_globalstep(function(dtime)
end
end
end
end)
-- Stupid workaround to get drops from a drop table:
@ -230,12 +186,13 @@ local function get_fortune_drops(fortune_drops, fortune_level)
return drop or {}
end
local doTileDrops = minetest.settings:get_bool("mcl_doTileDrops", true)
function minetest.handle_node_drops(pos, drops, digger)
-- NOTE: This function override allows digger to be nil.
-- This means there is no digger. This is a special case which allows this function to be called
-- by hand. Creative Mode is intentionally ignored in this case.
local doTileDrops = minetest.settings:get_bool("mcl_doTileDrops", true)
if (digger and digger:is_player() and minetest.is_creative_enabled(digger:get_player_name())) or doTileDrops == false then
return
end
@ -401,6 +358,9 @@ minetest.register_entity(":__builtin:item", {
-- Number of seconds this item entity has existed so far
age = 0,
-- How old it has become in the collection animation
collection_age = 0,
set_item = function(self, itemstring)
self.itemstring = itemstring
if self.itemstring == "" then
@ -566,6 +526,12 @@ minetest.register_entity(":__builtin:item", {
on_step = function(self, dtime)
if self._removed then
self.object:set_acceleration({x=0,y=0,z=0})
self.object:set_velocity({x=0,y=0,z=0})
self.collection_age = self.collection_age + dtime
if self.collection_age > 0.15 then
self.object:remove()
end
return
end
self.age = self.age + dtime