From 3dc5b28774670b3c7b505f3f6f9603ba683a299e Mon Sep 17 00:00:00 2001 From: orwell96 Date: Sat, 21 Jul 2018 16:43:37 +0200 Subject: Teleport player to their train every 2 seconds instead of just on_joinplayer Solves problem of wagon being unloaded while player sitting inside it because of network lag --- advtrains/trainlogic.lua | 47 +++++++++++++++++++++++++++++++---------------- 1 file changed, 31 insertions(+), 16 deletions(-) (limited to 'advtrains/trainlogic.lua') diff --git a/advtrains/trainlogic.lua b/advtrains/trainlogic.lua index c032937..861c042 100644 --- a/advtrains/trainlogic.lua +++ b/advtrains/trainlogic.lua @@ -46,6 +46,8 @@ local t_accel_eng={ [4] = 1.5, } +tp_player_tmr = 0 + advtrains.mainloop_trainlogic=function(dtime) --build a table of all players indexed by pts. used by damage and door system. advtrains.playersbypts={} @@ -56,6 +58,16 @@ advtrains.mainloop_trainlogic=function(dtime) advtrains.playersbypts[ptspos]=player end end + + if tp_player_tmr<=0 then + -- teleport players to their train every 2 seconds + for _, player in pairs(minetest.get_connected_players()) do + advtrains.tp_player_to_train(player) + end + tp_player_tmr = 2 + else + tp_player_tmr = tp_player_tmr - dtime + end --regular train step --[[ structure: 1. make trains calculate their occupation windows when needed (a) @@ -87,28 +99,31 @@ advtrains.mainloop_trainlogic=function(dtime) endstep() end -minetest.register_on_joinplayer(function(player) +function advtrains.tp_player_to_train(player) + local pname = player:get_player_name() + local id=advtrains.player_to_train_mapping[pname] + if id then + local train=advtrains.trains[id] + if not train then advtrains.player_to_train_mapping[pname]=nil return end + --set the player to the train position. + --minetest will emerge the area and load the objects, which then will call reattach_all(). + --because player is in mapping, it will not be subject to dying. + player:setpos(train.last_pos_prev) + end +end +minetest.register_on_joinplayer(function() return advtrains.pcall(function() - local pname=player:get_player_name() - local id=advtrains.player_to_train_mapping[pname] - if id then - local train=advtrains.trains[id] - if not train then advtrains.player_to_train_mapping[pname]=nil return end - --set the player to the train position. - --minetest will emerge the area and load the objects, which then will call reattach_all(). - --because player is in mapping, it will not be subject to dying. - player:setpos(train.last_pos_prev) - --independent of this, cause all wagons of the train which are loaded to reattach their players - --needed because already loaded wagons won't call reattach_all() - for _,wagon in pairs(minetest.luaentities) do - if wagon.is_wagon and wagon.initialized and wagon.train_id==id then - wagon:reattach_all() - end + --independent of this, cause all wagons of the train which are loaded to reattach their players + --needed because already loaded wagons won't call reattach_all() + for _,wagon in pairs(minetest.luaentities) do + if wagon.is_wagon and wagon.initialized and wagon.train_id==id then + wagon:reattach_all() end end end) end) + minetest.register_on_dieplayer(function(player) return advtrains.pcall(function() local pname=player:get_player_name() -- cgit v1.2.3