More error logging improvements, fix #21

This commit is contained in:
stujones11 2015-04-02 20:59:45 +01:00
parent 6942aa37d2
commit 9da2395586

@ -110,17 +110,8 @@ armor.update_player_visuals = function(self, player)
end end
armor.set_player_armor = function(self, player) armor.set_player_armor = function(self, player)
if not player then local name, player_inv = armor:get_valid_player(player, "[set_player_armor]")
return
end
local name = player:get_player_name()
if not name then if not name then
minetest.log("error", "3d_armor: Player name is nil [set_player_armor]")
return
end
local player_inv = player:get_inventory()
if not player_inv then
minetest.log("error", "3d_armor: Player inventory is nil [set_player_armor]")
return return
end end
local armor_texture = "3d_armor_trans.png" local armor_texture = "3d_armor_trans.png"
@ -204,13 +195,8 @@ armor.set_player_armor = function(self, player)
end end
armor.update_armor = function(self, player) armor.update_armor = function(self, player)
if not player then local name, player_inv, armor_inv = armor:get_valid_player(player, "[update_armor]")
minetest.log("error", "3d_armor: Player reference is nil [update_armor]")
return
end
local name = player:get_player_name()
if not name then if not name then
minetest.log("error", "3d_armor: Player name is nil[update_armor]")
return return
end end
local hp = player:get_hp() or 0 local hp = player:get_hp() or 0
@ -218,15 +204,6 @@ armor.update_armor = function(self, player)
return return
end end
if self.player_hp[name] > hp then if self.player_hp[name] > hp then
local player_inv = player:get_inventory()
local armor_inv = minetest.get_inventory({type="detached", name=name.."_armor"})
if not player_inv then
minetest.log("error", "3d_armor: Player inventory is nil [update_armor]")
return
elseif not armor_inv then
minetest.log("error", "3d_armor: Detached inventory is nil [update_armor]")
return
end
local heal_max = 0 local heal_max = 0
local state = 0 local state = 0
local items = 0 local items = 0
@ -280,10 +257,6 @@ armor.get_preview = function(self, name)
end end
armor.get_armor_formspec = function(self, name) armor.get_armor_formspec = function(self, name)
if not name then
minetest.log("error", "3d_armor: Player name is nil [get_armor_formspec]")
return ""
end
if not armor.textures[name] then if not armor.textures[name] then
minetest.log("error", "3d_armor: Player texture["..name.."] is nil [get_armor_formspec]") minetest.log("error", "3d_armor: Player texture["..name.."] is nil [get_armor_formspec]")
return "" return ""
@ -299,13 +272,8 @@ armor.get_armor_formspec = function(self, name)
end end
armor.update_inventory = function(self, player) armor.update_inventory = function(self, player)
if not player then local name = armor:get_valid_player(player, "[set_player_armor]")
minetest.log("error", "3d_armor: Player reference is nil [update_inventory]")
return
end
local name = player:get_player_name()
if not name then if not name then
minetest.log("error", "3d_armor: Player name is nil [update_inventory]")
return return
end end
if inv_mod == "unified_inventory" then if inv_mod == "unified_inventory" then
@ -325,6 +293,33 @@ armor.update_inventory = function(self, player)
end end
end end
armor.get_valid_player = function(self, player, msg)
msg = msg or ""
if not player then
minetest.log("error", "3d_armor: Player reference is nil "..msg)
return
end
local name = player:get_player_name()
if not name then
minetest.log("error", "3d_armor: Player name is nil "..msg)
return
end
local pos = player:getpos()
local player_inv = player:get_inventory()
local armor_inv = minetest.get_inventory({type="detached", name=name.."_armor"})
if not pos then
minetest.log("error", "3d_armor: Player position is nil "..msg)
return
elseif not player_inv then
minetest.log("error", "3d_armor: Player inventory is nil "..msg)
return
elseif not armor_inv then
minetest.log("error", "3d_armor: Detached armor inventory is nil "..msg)
return
end
return name, player_inv, armor_inv, pos
end
-- Register Player Model -- Register Player Model
default.player_register_model("3d_armor_character.b3d", { default.player_register_model("3d_armor_character.b3d", {
@ -347,7 +342,10 @@ default.player_register_model("3d_armor_character.b3d", {
-- Register Callbacks -- Register Callbacks
minetest.register_on_player_receive_fields(function(player, formname, fields) minetest.register_on_player_receive_fields(function(player, formname, fields)
local name = player:get_player_name() local name = armor:get_valid_player(player, "[on_player_receive_fields]")
if not name then
return
end
if inv_mod == "inventory_plus" and fields.armor then if inv_mod == "inventory_plus" and fields.armor then
local formspec = armor:get_armor_formspec(name) local formspec = armor:get_armor_formspec(name)
inventory_plus.set_inventory_formspec(player, formspec) inventory_plus.set_inventory_formspec(player, formspec)
@ -467,62 +465,60 @@ end)
if ARMOR_DROP == true or ARMOR_DESTROY == true then if ARMOR_DROP == true or ARMOR_DESTROY == true then
minetest.register_on_dieplayer(function(player) minetest.register_on_dieplayer(function(player)
local name = player:get_player_name() local name, player_inv, armor_inv, pos = armor:get_valid_player(player, "[on_dieplayer]")
local pos = player:getpos() if not name then
if name and pos then return
local drop = {} end
local player_inv = player:get_inventory() local drop = {}
local armor_inv = minetest.get_inventory({type="detached", name=name.."_armor"}) for i=1, player_inv:get_size("armor") do
for i=1, player_inv:get_size("armor") do local stack = armor_inv:get_stack("armor", i)
local stack = armor_inv:get_stack("armor", i) if stack:get_count() > 0 then
if stack:get_count() > 0 then table.insert(drop, stack)
table.insert(drop, stack) armor_inv:set_stack("armor", i, nil)
armor_inv:set_stack("armor", i, nil) player_inv:set_stack("armor", i, nil)
player_inv:set_stack("armor", i, nil)
end
end end
armor:set_player_armor(player) end
if inv_mod == "unified_inventory" then armor:set_player_armor(player)
unified_inventory.set_inventory_formspec(player, "craft") if inv_mod == "unified_inventory" then
elseif inv_mod == "inventory_plus" then unified_inventory.set_inventory_formspec(player, "craft")
local formspec = inventory_plus.get_formspec(player,"main") elseif inv_mod == "inventory_plus" then
inventory_plus.set_inventory_formspec(player, formspec) local formspec = inventory_plus.get_formspec(player,"main")
else inventory_plus.set_inventory_formspec(player, formspec)
armor:update_inventory(player) else
end armor:update_inventory(player)
if ARMOR_DESTROY == false then end
if minetest.get_modpath("bones") then if ARMOR_DESTROY == false then
minetest.after(ARMOR_BONES_DELAY, function() if minetest.get_modpath("bones") then
pos = vector.round(pos) minetest.after(ARMOR_BONES_DELAY, function()
local node = minetest.get_node(pos) pos = vector.round(pos)
if node.name == "bones:bones" then local node = minetest.get_node(pos)
local meta = minetest.get_meta(pos) if node.name == "bones:bones" then
local owner = meta:get_string("owner") local meta = minetest.get_meta(pos)
local inv = meta:get_inventory() local owner = meta:get_string("owner")
if name == owner then local inv = meta:get_inventory()
for i, stack in ipairs(drop) do if name == owner then
if inv:room_for_item("main", stack) then for i, stack in ipairs(drop) do
inv:add_item("main", stack) if inv:room_for_item("main", stack) then
table.remove(drop, i) inv:add_item("main", stack)
end table.remove(drop, i)
end end
end end
end end
end)
end
for _,stack in ipairs(drop) do
local obj = minetest.add_item(pos, stack)
if obj then
local x = math.random(1, 5)
if math.random(1,2) == 1 then
x = -x
end
local z = math.random(1, 5)
if math.random(1,2) == 1 then
z = -z
end
obj:setvelocity({x=1/x, y=obj:getvelocity().y, z=1/z})
end end
end)
end
for _,stack in ipairs(drop) do
local obj = minetest.add_item(pos, stack)
if obj then
local x = math.random(1, 5)
if math.random(1,2) == 1 then
x = -x
end
local z = math.random(1, 5)
if math.random(1,2) == 1 then
z = -z
end
obj:setvelocity({x=1/x, y=obj:getvelocity().y, z=1/z})
end end
end end
end end