TNT: Fix up nil derefs
I spotted two places where under stress (many explosions) luajit would end up passing nil to these functions. I'm not entirely sure how, but it seems good form to guard against it, which does make it more robust. After this patch, I'm not able to crash the server. With many explosions, it may still lag significantly, but always returns in the end.
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@ -51,9 +51,9 @@ local function eject_drops(drops, pos, radius)
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local count = item:get_count()
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local count = item:get_count()
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local take_est = math.log(count * count) + math.random(0,4) - 2
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local take_est = math.log(count * count) + math.random(0,4) - 2
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while count > 0 do
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while count > 0 do
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local take = math.min(take_est,
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local take = math.max(1,math.min(take_est,
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item:get_count(),
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item:get_count(),
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item:get_stack_max())
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item:get_stack_max()))
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rand_pos(pos, drop_pos, radius)
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rand_pos(pos, drop_pos, radius)
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local obj = minetest.add_item(drop_pos, item:get_name() .. " " .. take)
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local obj = minetest.add_item(drop_pos, item:get_name() .. " " .. take)
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if obj then
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if obj then
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@ -165,7 +165,10 @@ local function add_effects(pos, radius, drops)
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local count = stack:get_count()
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local count = stack:get_count()
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if count > most then
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if count > most then
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most = count
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most = count
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texture = minetest.registered_nodes[name].tiles[1]
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local def = minetest.registered_nodes[name]
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if def and def.tiles and def.tiles[1] then
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texture = def.tiles[1]
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end
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end
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end
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end
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end
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