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Delete un-initialized item entities on first step
Due to data corruption, item entities in a world may be loaded with empty staticdata. These items are now deleted on their first on_step. This commit also should fix all dropped hand bugs.
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a5b213968c
commit
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1 changed files with 27 additions and 22 deletions
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@ -68,7 +68,7 @@ minetest.register_globalstep(function(dtime)
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-- Collection
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if vector.distance(checkpos, object:getpos()) <= item_drop_settings.radius_collect and not object:get_luaentity()._removed then
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-- Ignore if itemstring is not set yet
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if object:get_luaentity().itemstring ~= "" then
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inv:add_item("main", ItemStack(object:get_luaentity().itemstring))
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minetest.sound_play("item_drop_pickup", {
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@ -78,19 +78,13 @@ minetest.register_globalstep(function(dtime)
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})
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check_pickup_achievements(object, player)
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-- If this happens, itemstring was "" (=hand). This is always a bug, the hand must never drop as item.
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else
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-- Scream this to the error log because this is bad.
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minetest.log("error", "Player "..player:get_player_name().." collected a hand at "..minetest.pos_to_string(object:getpos()).." (age="..object:get_luaentity().age..")!")
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end
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-- Destroy entity
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-- This just prevents this sectino to be run again because object:remove() doesn't remove the item immediately.
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-- This just prevents this section to be run again because object:remove() doesn't remove the item immediately.
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object:get_luaentity()._removed = true
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object:remove()
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collected = true
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end
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-- Magnet
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else
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@ -313,17 +307,27 @@ core.register_entity(":__builtin:item", {
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infotext = "",
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},
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-- Itemstring of dropped item. The empty string is used when the item is not yet initialized yet.
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-- The itemstring MUST be set immediately to a non-empty string after creating the entity.
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-- The hand is NOT permitted as dropped item. ;-)
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-- Item entities will be deleted if they still have an empty itemstring on their first on_step tick.
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itemstring = '',
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-- If true, item will fall
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physical_state = true,
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_flowing = false, -- item entity is currently flowing
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-- States:
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-- * "magnet": Attracted to a nearby player or item
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-- * "flowing": Moving in a flowing liquid
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-- * "normal": Affected by gravitiy
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-- If item entity is currently flowing in water
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_flowing = false,
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-- Number of seconds this item entity has existed so far
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age = 0,
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set_item = function(self, itemstring)
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self.itemstring = itemstring
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if self.itemstring == "" then
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-- item not yet known
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return
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end
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local stack = ItemStack(itemstring)
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local count = stack:get_count()
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local max_count = stack:get_stack_max()
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@ -488,11 +492,12 @@ core.register_entity(":__builtin:item", {
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self.object:remove()
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return
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end
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-- If, for some reason, an item entity with itemstring == "" (hand) appears, this is very bad.
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if not self._hand_bug_detected and self.age > 1 and self.itemstring == "" then
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-- We must this scream this into the error console. The bug is rare an
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minetest.log("error", "A hand item entity appeared at "..minetest.pos_to_string(self.object:getpos()).. "!")
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self._hand_bug_detected = true
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-- Delete corrupted item entities. The itemstring MUST be non-empty on its first step,
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-- otherwise there might have some data corruption.
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if self.itemstring == "" then
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minetest.log("warning", "Item entity with empty itemstring found at "..minetest.pos_to_string(self.object:getpos()).. "! Deleting it now.")
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self._removed = true
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self.object:remove()
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end
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local p = self.object:getpos()
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