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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>
This commit is contained in:
Lars Müller 2024-07-01 20:50:38 +02:00 committed by GitHub
parent d5444e1172
commit 8ed55b3aff
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GPG key ID: B5690EEEBB952194
6 changed files with 134 additions and 12 deletions

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@ -71,13 +71,13 @@ local function test_entity_lifecycle(_, pos)
-- with binary in staticdata
local obj = core.add_entity(pos, "unittests:callbacks", "abc\000def")
assert(obj and obj:is_valid())
check_log({"on_activate(7)"})
obj:set_hp(0)
check_log({"on_death(nil)", "on_deactivate(true)"})
-- objectref must be invalid now
assert(obj:get_velocity() == nil)
assert(not obj:is_valid())
end
unittests.register("test_entity_lifecycle", test_entity_lifecycle, {map=true})
@ -130,3 +130,57 @@ local function test_entity_attach(player, pos)
obj:remove()
end
unittests.register("test_entity_attach", test_entity_attach, {player=true, map=true})
core.register_entity("unittests:dummy", {
initial_properties = {
hp_max = 1,
visual = "upright_sprite",
textures = { "no_texture.png" },
static_save = false,
},
})
local function test_entity_raycast(_, pos)
local obj1 = core.add_entity(pos, "unittests:dummy")
local obj2 = core.add_entity(pos:offset(1, 0, 0), "unittests:dummy")
local raycast = core.raycast(pos:offset(-1, 0, 0), pos:offset(2, 0, 0), true, false)
for pt in raycast do
if pt.type == "object" then
assert(pt.ref == obj1)
obj1:remove()
obj2:remove()
obj1 = nil -- object should be hit exactly one
end
end
assert(obj1 == nil)
end
unittests.register("test_entity_raycast", test_entity_raycast, {map=true})
local function test_object_iterator(pos, make_iterator)
local obj1 = core.add_entity(pos, "unittests:dummy")
local obj2 = core.add_entity(pos, "unittests:dummy")
assert(obj1 and obj2)
local found = false
-- As soon as we find one of the objects, we remove both, invalidating the other.
for obj in make_iterator() do
assert(obj:is_valid())
if obj == obj1 or obj == obj2 then
obj1:remove()
obj2:remove()
found = true
end
end
assert(found)
end
unittests.register("test_objects_inside_radius", function(_, pos)
test_object_iterator(pos, function()
return core.objects_inside_radius(pos, 1)
end)
end, {map=true})
unittests.register("test_objects_in_area", function(_, pos)
test_object_iterator(pos, function()
return core.objects_in_area(pos:offset(-1, -1, -1), pos:offset(1, 1, 1))
end)
end, {map=true})