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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.
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@ -349,12 +349,16 @@ function core.item_drop(itemstack, dropper, pos)
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v.y = v.y*2 + 2
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v.z = v.z*2
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obj:setvelocity(v)
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return itemstack
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end
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else
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core.add_item(pos, itemstack)
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if core.add_item(pos, itemstack) then
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return itemstack
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end
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end
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return itemstack
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-- If we reach this, adding the object to the
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-- environment failed
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end
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function core.do_item_eat(hp_change, replace_with_item, itemstack, user, pointed_thing)
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@ -4,11 +4,14 @@ function core.spawn_item(pos, item)
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-- Take item in any format
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local stack = ItemStack(item)
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local obj = core.add_entity(pos, "__builtin:item")
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obj:get_luaentity():set_item(stack:to_string())
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-- Don't use obj if it couldn't be added to the map.
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if obj then
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obj:get_luaentity():set_item(stack:to_string())
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end
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return obj
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end
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-- If item_entity_ttl is not set, enity will have default life time
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-- If item_entity_ttl is not set, enity will have default life time
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-- Setting it to -1 disables the feature
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local time_to_live = tonumber(core.setting_get("item_entity_ttl"))
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@ -81,7 +84,7 @@ core.register_entity(":__builtin:item", {
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if data and type(data) == "table" then
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self.itemstring = data.itemstring
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self.always_collect = data.always_collect
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if data.age then
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if data.age then
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self.age = data.age + dtime_s
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else
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self.age = dtime_s
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@ -3263,10 +3263,6 @@ v3f Server::findSpawnPos()
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return nodeposf * BS;
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}
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// Default position is static_spawnpoint
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// We will return it if we don't found a good place
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v3s16 nodepos(nodeposf.X, nodeposf.Y, nodeposf.Z);
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s16 water_level = map.getWaterLevel();
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bool is_good = false;
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@ -3286,7 +3282,7 @@ v3f Server::findSpawnPos()
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if (groundheight > water_level + 6) // Don't go to high places
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continue;
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nodepos = v3s16(nodepos2d.X, groundheight, nodepos2d.Y);
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v3s16 nodepos(nodepos2d.X, groundheight, nodepos2d.Y);
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s32 air_count = 0;
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for (s32 i = 0; i < 10; i++) {
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@ -3295,7 +3291,11 @@ v3f Server::findSpawnPos()
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content_t c = map.getNodeNoEx(nodepos).getContent();
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if (c == CONTENT_AIR || c == CONTENT_IGNORE) {
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air_count++;
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if (air_count >= 2){
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if (air_count >= 2) {
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nodeposf = intToFloat(nodepos, BS);
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// Don't spawn the player outside map boundaries
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if (objectpos_over_limit(nodeposf))
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continue;
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is_good = true;
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break;
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}
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@ -3304,7 +3304,7 @@ v3f Server::findSpawnPos()
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}
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}
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return intToFloat(nodepos, BS);
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return nodeposf;
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}
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PlayerSAO* Server::emergePlayer(const char *name, u16 peer_id, u16 proto_version)
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@ -3353,6 +3353,16 @@ PlayerSAO* Server::emergePlayer(const char *name, u16 peer_id, u16 proto_version
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// Add player to environment
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m_env->addPlayer(player);
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} else {
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// If the player exists, ensure that they respawn inside legal bounds
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// This fixes an assert crash when the player can't be added
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// to the environment
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if (objectpos_over_limit(player->getPosition())) {
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actionstream << "Respawn position for player \""
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<< name << "\" outside limits, resetting" << std::endl;
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v3f pos = findSpawnPos();
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player->setPosition(pos);
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}
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}
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// Create a new player active object
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