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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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6 changed files with 134 additions and 12 deletions
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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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