Fix invisible chests

Pass chest entity initialization data to on_activate as staticdata so
initialization is atomic, preventing premature deletion of chest entity
by concurrent server steps.
This commit is contained in:
Jürgen Rühle 2024-03-02 14:58:49 +01:00 committed by Mikita Wiśniewski
parent 4906e5ce17
commit 83c773cd33
1 changed files with 18 additions and 8 deletions

View File

@ -75,11 +75,14 @@ minetest.register_entity("mcl_chests:chest", {
self.node_name = node_name self.node_name = node_name
self.sound_prefix = sound_prefix self.sound_prefix = sound_prefix
self.animation_type = animation_type self.animation_type = animation_type
self.object:set_properties({ local obj = self.object
obj:set_armor_groups({ immortal = 1 })
obj:set_properties({
textures = textures, textures = textures,
mesh = mesh_prefix .. (double and "_double" or "") .. ".b3d", mesh = mesh_prefix .. (double and "_double" or "") .. ".b3d",
}) })
self:set_yaw(dir) self:set_yaw(dir)
self.players = {}
end, end,
reinitialize = function(self, node_name) reinitialize = function(self, node_name)
@ -102,9 +105,12 @@ minetest.register_entity("mcl_chests:chest", {
return true return true
end, end,
on_activate = function(self) on_activate = function(self, initialization_data)
self.object:set_armor_groups({ immortal = 1 }) if initialization_data:find("^return") then
self.players = {} self:initialize(unpack(minetest.deserialize(initialization_data)))
else
minetest.log("warning", debug.traceback("[mcl_chests] on_activate called without initialization_data"))
end
end, end,
on_step = function(self, dtime) on_step = function(self, dtime)
@ -140,10 +146,14 @@ end
local function create_entity(pos, node_name, textures, param2, double, sound_prefix, mesh_prefix, animation_type, dir, local function create_entity(pos, node_name, textures, param2, double, sound_prefix, mesh_prefix, animation_type, dir,
entity_pos) entity_pos)
dir, entity_pos = get_entity_info(pos, param2, double, dir, entity_pos) dir, entity_pos = get_entity_info(pos, param2, double, dir, entity_pos)
local obj = minetest.add_entity(entity_pos, "mcl_chests:chest") local initialization_data = minetest.serialize({pos, node_name, textures, dir, double, sound_prefix,
local luaentity = obj:get_luaentity() mesh_prefix, animation_type})
luaentity:initialize(pos, node_name, textures, dir, double, sound_prefix, mesh_prefix, animation_type) local obj = minetest.add_entity(entity_pos, "mcl_chests:chest", initialization_data)
return luaentity if obj and obj:get_pos() then
return obj:get_luaentity()
else
minetest.log("warning", "[mcl_chests] Failed to create entity at " .. (entity_pos and minetest.pos_to_string(entity_pos, 1) or "nil"))
end
end end
mcl_chests.create_entity = create_entity mcl_chests.create_entity = create_entity