Some map border related fixes

1. Check for entity addition success in spawn_item implementation
2. Check for success in item_drop callback, so that the player
doesn't lose the item if they are outside bounds and try to drop it.
3. When existing player joins game, check that their position is inside
map bounds. If not, set their position to the return value of findSpawnPos().
4. Make findSpawnPos() respect the border

2 fixes a lua crash if a player drops an item outside map bounds.
3 fixes an assertion crash if a player leaves when being outside map bounds,
and then rejoins.
This commit is contained in:
est31 2015-09-29 17:26:07 +02:00
parent 0cde03254a
commit 2a7d01b833
3 changed files with 29 additions and 12 deletions

View File

@ -349,12 +349,16 @@ function core.item_drop(itemstack, dropper, pos)
v.y = v.y*2 + 2
v.z = v.z*2
obj:setvelocity(v)
return itemstack
end
else
core.add_item(pos, itemstack)
if core.add_item(pos, itemstack) then
return itemstack
end
end
return itemstack
-- If we reach this, adding the object to the
-- environment failed
end
function core.do_item_eat(hp_change, replace_with_item, itemstack, user, pointed_thing)

View File

@ -4,11 +4,14 @@ function core.spawn_item(pos, item)
-- Take item in any format
local stack = ItemStack(item)
local obj = core.add_entity(pos, "__builtin:item")
obj:get_luaentity():set_item(stack:to_string())
-- Don't use obj if it couldn't be added to the map.
if obj then
obj:get_luaentity():set_item(stack:to_string())
end
return obj
end
-- If item_entity_ttl is not set, enity will have default life time
-- If item_entity_ttl is not set, enity will have default life time
-- Setting it to -1 disables the feature
local time_to_live = tonumber(core.setting_get("item_entity_ttl"))
@ -81,7 +84,7 @@ core.register_entity(":__builtin:item", {
if data and type(data) == "table" then
self.itemstring = data.itemstring
self.always_collect = data.always_collect
if data.age then
if data.age then
self.age = data.age + dtime_s
else
self.age = dtime_s

View File

@ -3263,10 +3263,6 @@ v3f Server::findSpawnPos()
return nodeposf * BS;
}
// Default position is static_spawnpoint
// We will return it if we don't found a good place
v3s16 nodepos(nodeposf.X, nodeposf.Y, nodeposf.Z);
s16 water_level = map.getWaterLevel();
bool is_good = false;
@ -3286,7 +3282,7 @@ v3f Server::findSpawnPos()
if (groundheight > water_level + 6) // Don't go to high places
continue;
nodepos = v3s16(nodepos2d.X, groundheight, nodepos2d.Y);
v3s16 nodepos(nodepos2d.X, groundheight, nodepos2d.Y);
s32 air_count = 0;
for (s32 i = 0; i < 10; i++) {
@ -3295,7 +3291,11 @@ v3f Server::findSpawnPos()
content_t c = map.getNodeNoEx(nodepos).getContent();
if (c == CONTENT_AIR || c == CONTENT_IGNORE) {
air_count++;
if (air_count >= 2){
if (air_count >= 2) {
nodeposf = intToFloat(nodepos, BS);
// Don't spawn the player outside map boundaries
if (objectpos_over_limit(nodeposf))
continue;
is_good = true;
break;
}
@ -3304,7 +3304,7 @@ v3f Server::findSpawnPos()
}
}
return intToFloat(nodepos, BS);
return nodeposf;
}
PlayerSAO* Server::emergePlayer(const char *name, u16 peer_id, u16 proto_version)
@ -3353,6 +3353,16 @@ PlayerSAO* Server::emergePlayer(const char *name, u16 peer_id, u16 proto_version
// Add player to environment
m_env->addPlayer(player);
} else {
// If the player exists, ensure that they respawn inside legal bounds
// This fixes an assert crash when the player can't be added
// to the environment
if (objectpos_over_limit(player->getPosition())) {
actionstream << "Respawn position for player \""
<< name << "\" outside limits, resetting" << std::endl;
v3f pos = findSpawnPos();
player->setPosition(pos);
}
}
// Create a new player active object