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Help modders deal with object invalidation (#14769)
* Skip invalid objects in raycasts * Add `ObjectRef:is_valid` method * Add object inside radius / area iterators which skip invalid objects * Update docs to clarify object invalidation and how to deal with it --------- Co-authored-by: sfan5 <sfan5@live.de>
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@ -272,3 +272,29 @@ function core.get_globals_to_transfer()
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}
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return all
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end
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do
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local function valid_object_iterator(objects)
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local i = 0
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local function next_valid_object()
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i = i + 1
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local obj = objects[i]
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if obj == nil then
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return
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end
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if obj:is_valid() then
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return obj
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end
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return next_valid_object()
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end
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return next_valid_object
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end
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function core.objects_inside_radius(center, radius)
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return valid_object_iterator(core.get_objects_inside_radius(center, radius))
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end
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function core.objects_in_area(min_pos, max_pos)
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return valid_object_iterator(core.get_objects_in_area(min_pos, max_pos))
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end
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end
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@ -6133,12 +6133,24 @@ Environment access
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* Items can be added also to unloaded and non-generated blocks.
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* `minetest.get_player_by_name(name)`: Get an `ObjectRef` to a player
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* Returns nothing in case of error (player offline, doesn't exist, ...).
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* `minetest.get_objects_inside_radius(pos, radius)`
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* returns a list of ObjectRefs.
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* `minetest.get_objects_inside_radius(center, radius)`
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* returns a list of ObjectRefs
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* `radius`: using a Euclidean metric
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* `minetest.get_objects_in_area(pos1, pos2)`
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* returns a list of ObjectRefs.
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* `pos1` and `pos2` are the min and max positions of the area to search.
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* **Warning**: Any kind of interaction with the environment or other APIs
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can cause later objects in the list to become invalid while you're iterating it.
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(e.g. punching an entity removes its children)
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It is recommended to use `minetest.objects_inside_radius` instead, which
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transparently takes care of this possibility.
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* `minetest.objects_inside_radius(center, radius)`
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* returns an iterator of valid objects
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* example: `for obj in minetest.objects_inside_radius(center, radius) do obj:punch(...) end`
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* `minetest.get_objects_in_area(min_pos, max_pos)`
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* returns a list of ObjectRefs
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* `min_pos` and `max_pos` are the min and max positions of the area to search
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* **Warning**: The same warning as for `minetest.get_objects_inside_radius` applies.
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Use `minetest.objects_in_area` instead to iterate only valid objects.
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* `minetest.objects_in_area(min_pos, max_pos)`
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* returns an iterator of valid objects
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* `minetest.set_timeofday(val)`: set time of day
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* `val` is between `0` and `1`; `0` for midnight, `0.5` for midday
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* `minetest.get_timeofday()`: get time of day
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@ -7807,13 +7819,18 @@ When you receive an `ObjectRef` as a callback argument or from another API
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function, it is possible to store the reference somewhere and keep it around.
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It will keep functioning until the object is unloaded or removed.
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However, doing this is **NOT** recommended as there is (intentionally) no method
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to test if a previously acquired `ObjectRef` is still valid.
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Instead, `ObjectRefs` should be "let go" of as soon as control is returned from
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Lua back to the engine.
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However, doing this is **NOT** recommended - `ObjectRefs` should be "let go"
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of as soon as control is returned from Lua back to the engine.
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Doing so is much less error-prone and you will never need to wonder if the
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object you are working with still exists.
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If this is not feasible, you can test whether an `ObjectRef` is still valid
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via `object:is_valid()`.
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Getters may be called for invalid objects and will return nothing then.
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All other methods should not be called on invalid objects.
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### Attachments
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It is possible to attach objects to other objects (`set_attach` method).
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@ -7832,6 +7849,8 @@ child will follow movement and rotation of that bone.
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### Methods
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* `is_valid()`: returns whether the object is valid.
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* See "Advice on handling `ObjectRefs`" above.
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* `get_pos()`: returns position as vector `{x=num, y=num, z=num}`
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* `set_pos(pos)`:
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* Sets the position of the object.
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@ -71,13 +71,13 @@ local function test_entity_lifecycle(_, pos)
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-- with binary in staticdata
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local obj = core.add_entity(pos, "unittests:callbacks", "abc\000def")
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assert(obj and obj:is_valid())
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check_log({"on_activate(7)"})
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obj:set_hp(0)
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check_log({"on_death(nil)", "on_deactivate(true)"})
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-- objectref must be invalid now
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assert(obj:get_velocity() == nil)
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assert(not obj:is_valid())
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end
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unittests.register("test_entity_lifecycle", test_entity_lifecycle, {map=true})
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@ -130,3 +130,57 @@ local function test_entity_attach(player, pos)
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obj:remove()
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end
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unittests.register("test_entity_attach", test_entity_attach, {player=true, map=true})
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core.register_entity("unittests:dummy", {
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initial_properties = {
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hp_max = 1,
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visual = "upright_sprite",
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textures = { "no_texture.png" },
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static_save = false,
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},
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})
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local function test_entity_raycast(_, pos)
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local obj1 = core.add_entity(pos, "unittests:dummy")
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local obj2 = core.add_entity(pos:offset(1, 0, 0), "unittests:dummy")
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local raycast = core.raycast(pos:offset(-1, 0, 0), pos:offset(2, 0, 0), true, false)
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for pt in raycast do
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if pt.type == "object" then
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assert(pt.ref == obj1)
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obj1:remove()
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obj2:remove()
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obj1 = nil -- object should be hit exactly one
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end
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end
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assert(obj1 == nil)
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end
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unittests.register("test_entity_raycast", test_entity_raycast, {map=true})
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local function test_object_iterator(pos, make_iterator)
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local obj1 = core.add_entity(pos, "unittests:dummy")
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local obj2 = core.add_entity(pos, "unittests:dummy")
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assert(obj1 and obj2)
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local found = false
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-- As soon as we find one of the objects, we remove both, invalidating the other.
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for obj in make_iterator() do
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assert(obj:is_valid())
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if obj == obj1 or obj == obj2 then
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obj1:remove()
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obj2:remove()
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found = true
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end
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end
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assert(found)
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end
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unittests.register("test_objects_inside_radius", function(_, pos)
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test_object_iterator(pos, function()
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return core.objects_inside_radius(pos, 1)
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end)
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end, {map=true})
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unittests.register("test_objects_in_area", function(_, pos)
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test_object_iterator(pos, function()
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return core.objects_in_area(pos:offset(-1, -1, -1), pos:offset(1, 1, 1))
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end)
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end, {map=true})
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@ -155,6 +155,7 @@ void LuaLBM::trigger(ServerEnvironment *env, v3s16 p,
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int LuaRaycast::l_next(lua_State *L)
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{
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GET_PLAIN_ENV_PTR;
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ServerEnvironment *senv = dynamic_cast<ServerEnvironment*>(env);
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bool csm = false;
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#ifndef SERVER
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@ -163,7 +164,17 @@ int LuaRaycast::l_next(lua_State *L)
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LuaRaycast *o = checkObject<LuaRaycast>(L, 1);
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PointedThing pointed;
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env->continueRaycast(&o->state, &pointed);
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for (;;) {
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env->continueRaycast(&o->state, &pointed);
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if (pointed.type != POINTEDTHING_OBJECT)
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break;
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if (!senv)
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break;
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const auto *obj = senv->getActiveObject(pointed.object_id);
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if (obj && !obj->isGone())
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break;
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// skip gone object
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}
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if (pointed.type == POINTEDTHING_NOTHING)
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lua_pushnil(L);
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else
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@ -19,6 +19,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include "lua_api/l_object.h"
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#include <cmath>
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#include <lua.h>
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#include "lua_api/l_internal.h"
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#include "lua_api/l_inventory.h"
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#include "lua_api/l_item.h"
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@ -106,6 +107,13 @@ int ObjectRef::l_remove(lua_State *L)
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return 0;
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}
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// is_valid(self)
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int ObjectRef::l_is_valid(lua_State *L)
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{
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lua_pushboolean(L, getobject(checkObject<ObjectRef>(L, 1)) != nullptr);
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return 1;
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}
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// get_pos(self)
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int ObjectRef::l_get_pos(lua_State *L)
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{
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@ -2646,6 +2654,7 @@ const char ObjectRef::className[] = "ObjectRef";
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luaL_Reg ObjectRef::methods[] = {
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// ServerActiveObject
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luamethod(ObjectRef, remove),
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luamethod(ObjectRef, is_valid),
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luamethod_aliased(ObjectRef, get_pos, getpos),
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luamethod_aliased(ObjectRef, set_pos, setpos),
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luamethod(ObjectRef, add_pos),
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@ -67,6 +67,9 @@ private:
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// remove(self)
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static int l_remove(lua_State *L);
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// is_valid(self)
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static int l_is_valid(lua_State *L);
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// get_pos(self)
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static int l_get_pos(lua_State *L);
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