Fix minor race condition in mcl_death_messages

This commit is contained in:
Wuzzy 2019-03-08 22:51:35 +01:00
parent 636ff60c68
commit 086b29f08c

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@ -206,7 +206,7 @@ minetest.register_on_dieplayer(function(player, reason)
msg = dmsg("fall", name) msg = dmsg("fall", name)
-- Other -- Other
elseif reason.type == "set_hp" then elseif reason.type == "set_hp" then
if last_damages[name] and last_damages[name].custom then if last_damages[name] then
msg = last_damages[name].message msg = last_damages[name].message
end end
end end
@ -214,22 +214,30 @@ minetest.register_on_dieplayer(function(player, reason)
msg = dmsg("other", name) msg = dmsg("other", name)
end end
minetest.chat_send_all(msg) minetest.chat_send_all(msg)
last_damages[name] = nil
end end
end) end)
local start_damage_reset_countdown = function (player) -- dmg_sequence_number is used to discard old damage events
minetest.after(1, function(playername) local dmg_sequence_number = 0
-- FIXME: Fix race condition with many damages in quick succession local start_damage_reset_countdown = function (player, sequence_number)
if last_damages[playername] and last_damages[playername].custom then minetest.after(1, function(playername, sequence_number)
if last_damages[playername] and last_damages[playername].sequence_number == sequence_number then
last_damages[playername] = nil last_damages[playername] = nil
end end
end, player:get_player_name()) end, player:get_player_name(), sequence_number)
end end
-- To be called BEFORE damaging a player via set_hp. The next time the player dies due to a set_hp, -- Send a custom death mesage when damaging a player via set_hp.
-- the message will be shown. This must happen within one second, otherwise it won't work. -- To be called directly BEFORE damaging a player via set_hp.
-- The next time the player dies due to a set_hp, the message will be shown.
-- The player must die via set_hp within 0.1 seconds, otherwise the message will be discarded.
function mcl_death_messages.player_damage(player, message) function mcl_death_messages.player_damage(player, message)
last_damages[player:get_player_name()] = { custom = true, message = message } last_damages[player:get_player_name()] = { message = message, sequence_number = dmg_sequence_number }
start_damage_reset_countdown(player) start_damage_reset_countdown(player, dmg_sequence_number)
dmg_sequence_number = dmg_sequence_number + 1
if dmg_sequence_number >= 65535 then
dmg_sequence_number = 0
end
end end