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Attachments: Proper data cleanup in callbacks (#2865)

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SmallJoker 2021-05-11 21:15:47 +02:00 committed by GitHub
parent 642fde44f1
commit 71ea0c65ea
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GPG Key ID: 4AEE18F83AFDEB23
3 changed files with 21 additions and 24 deletions

View File

@ -53,10 +53,9 @@ function boat.on_rightclick(self, clicker)
end end
local name = clicker:get_player_name() local name = clicker:get_player_name()
if self.driver and name == self.driver then if self.driver and name == self.driver then
self.driver = nil -- Cleanup happens in boat.on_detach_child
self.auto = false
clicker:set_detach() clicker:set_detach()
player_api.player_attached[name] = false
player_api.set_animation(clicker, "stand", 30) player_api.set_animation(clicker, "stand", 30)
local pos = clicker:get_pos() local pos = clicker:get_pos()
pos = {x = pos.x, y = pos.y + 0.2, z = pos.z} pos = {x = pos.x, y = pos.y + 0.2, z = pos.z}
@ -64,18 +63,12 @@ function boat.on_rightclick(self, clicker)
clicker:set_pos(pos) clicker:set_pos(pos)
end) end)
elseif not self.driver then elseif not self.driver then
local attach = clicker:get_attach()
if attach and attach:get_luaentity() then
local luaentity = attach:get_luaentity()
if luaentity.driver then
luaentity.driver = nil
end
clicker:set_detach()
end
self.driver = name
clicker:set_attach(self.object, "", clicker:set_attach(self.object, "",
{x = 0.5, y = 1, z = -3}, {x = 0, y = 0, z = 0}) {x = 0.5, y = 1, z = -3}, {x = 0, y = 0, z = 0})
self.driver = name
player_api.player_attached[name] = true player_api.player_attached[name] = true
minetest.after(0.2, function() minetest.after(0.2, function()
player_api.set_animation(clicker, "sit", 30) player_api.set_animation(clicker, "sit", 30)
end) end)
@ -86,9 +79,13 @@ end
-- If driver leaves server while driving boat -- If driver leaves server while driving boat
function boat.on_detach_child(self, child) function boat.on_detach_child(self, child)
if child and child:get_player_name() == self.driver then
player_api.player_attached[child:get_player_name()] = false
self.driver = nil self.driver = nil
self.auto = false self.auto = false
end end
end
function boat.on_activate(self, staticdata, dtime_s) function boat.on_activate(self, staticdata, dtime_s)

View File

@ -29,15 +29,10 @@ function cart_entity:on_rightclick(clicker)
end end
local player_name = clicker:get_player_name() local player_name = clicker:get_player_name()
if self.driver and player_name == self.driver then if self.driver and player_name == self.driver then
self.driver = nil
carts:manage_attachment(clicker, nil) carts:manage_attachment(clicker, nil)
elseif not self.driver then elseif not self.driver then
self.driver = player_name
carts:manage_attachment(clicker, self.object) carts:manage_attachment(clicker, self.object)
self.driver = player_name
-- player_api does not update the animation
-- when the player is attached, reset to default animation
player_api.set_animation(clicker, "stand")
end end
end end
@ -66,8 +61,9 @@ end
-- 0.5.x and later: When the driver leaves -- 0.5.x and later: When the driver leaves
function cart_entity:on_detach_child(child) function cart_entity:on_detach_child(child)
if child and child:get_player_name() == self.driver then if child and child:get_player_name() == self.driver then
self.driver = nil -- Clean up eye height
carts:manage_attachment(child, nil) carts:manage_attachment(child, nil)
self.driver = nil
end end
end end

View File

@ -12,7 +12,7 @@ function carts:manage_attachment(player, obj)
end end
local status = obj ~= nil local status = obj ~= nil
local player_name = player:get_player_name() local player_name = player:get_player_name()
if player_api.player_attached[player_name] == status then if obj and player:get_attach() == obj then
return return
end end
player_api.player_attached[player_name] = status player_api.player_attached[player_name] = status
@ -20,6 +20,10 @@ function carts:manage_attachment(player, obj)
if status then if status then
player:set_attach(obj, "", {x=0, y=-4.5, z=0}, {x=0, y=0, z=0}) player:set_attach(obj, "", {x=0, y=-4.5, z=0}, {x=0, y=0, z=0})
player:set_eye_offset({x=0, y=-4, z=0},{x=0, y=-4, z=0}) player:set_eye_offset({x=0, y=-4, z=0},{x=0, y=-4, z=0})
-- player_api does not update the animation
-- when the player is attached, reset to default animation
player_api.set_animation(player, "stand")
else else
player:set_detach() player:set_detach()
player:set_eye_offset({x=0, y=0, z=0},{x=0, y=0, z=0}) player:set_eye_offset({x=0, y=0, z=0},{x=0, y=0, z=0})