forked from minetest-mods/nether
Avoid storing the playerRef
See https://rubenwardy.com/minetest_modding_book/en/quality/common_mistakes.html#never-store-objectrefs-ie-players-or-entities Related: https://github.com/minetest-mods/nether/pull/12
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@ -1167,13 +1167,14 @@ local function ignite_portal(ignition_pos, ignition_node_name)
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end
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-- invoked when a player is standing in a portal
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local function ensure_remote_portal_then_teleport(player, portal_definition, local_anchorPos, local_orientation, destination_wormholePos)
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local function ensure_remote_portal_then_teleport(playerName, portal_definition, local_anchorPos, local_orientation, destination_wormholePos)
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local player = minetest.get_player_by_name(playerName)
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if player == nil then return end -- player quit the game while teleporting
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local playerPos = player:get_pos()
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if playerPos == nil then return end -- player quit the game while teleporting
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-- check player is still standing in a portal
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local playerPos = player:get_pos()
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if playerPos == nil then
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return -- player quit the game while teleporting
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end
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playerPos.y = playerPos.y + 0.1 -- Fix some glitches at -8000
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if minetest.get_node(playerPos).name ~= portal_definition.wormhole_node_name then
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return -- the player has moved out of the portal
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@ -1193,7 +1194,7 @@ local function ensure_remote_portal_then_teleport(player, portal_definition, loc
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if dest_wormhole_node == nil then
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-- area not emerged yet, delay and retry
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if DEBUG then minetest.chat_send_all("ensure_remote_portal_then_teleport() could not find anything yet at " .. minetest.pos_to_string(destination_wormholePos)) end
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minetest.after(1, ensure_remote_portal_then_teleport, player, portal_definition, local_anchorPos, local_orientation, destination_wormholePos)
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minetest.after(1, ensure_remote_portal_then_teleport, playerName, portal_definition, local_anchorPos, local_orientation, destination_wormholePos)
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else
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local local_wormholePos = portal_definition.shape.get_wormholePos_from_anchorPos(local_anchorPos, local_orientation)
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@ -1225,7 +1226,7 @@ local function ensure_remote_portal_then_teleport(player, portal_definition, loc
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-- play the teleport sound
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if portal_definition.sounds.teleport ~= nil then
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minetest.sound_play(portal_definition.sounds.teleport, {to_player = player.name})
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minetest.sound_play(portal_definition.sounds.teleport, {to_player = playerName})
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end
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-- rotate the player if the destination portal is a different orientation
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@ -1265,7 +1266,7 @@ local function ensure_remote_portal_then_teleport(player, portal_definition, loc
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destination_wormholePos
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)
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end
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minetest.after(0.1, ensure_remote_portal_then_teleport, player, portal_definition, local_anchorPos, local_orientation, destination_wormholePos)
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minetest.after(0.1, ensure_remote_portal_then_teleport, playerName, portal_definition, local_anchorPos, local_orientation, destination_wormholePos)
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end
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end
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end
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@ -1315,11 +1316,12 @@ function run_wormhole(timerPos, time_elapsed)
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end
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local local_anchorPos, local_orientation = portal_definition.shape.get_anchorPos_and_orientation_from_p1_and_p2(local_p1, local_p2)
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local playerName = obj:get_player_name()
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minetest.after(
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3, -- hopefully target area is emerged in 3 seconds
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function()
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ensure_remote_portal_then_teleport(
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obj,
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playerName,
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portal_definition,
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local_anchorPos,
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local_orientation,
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@ -16,7 +16,8 @@ Optionally decorate by choosing portal colors, particles, media etc.
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See `init.lua` and `portal_examples.lua` for examples of 3 different portals.
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Portal code is more efficient when each type of portal uses a different type
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of node to build its frame out of, however it is possible to register more than
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of node to build its frame out of - consider creating your own node for
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players to build portals from. However it is possible to register more than
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one kind of portal with the same frame material — such as obsidian — provided
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the size of the PortalShape is distinct from any other type of portal that is
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using the same node for its frame, and portal sizes remain small.
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