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