fixed crash caused by the update_players_counter function

master
Giov4 2021-03-04 22:49:56 +01:00
parent 4a6de269ff
commit 7341910502
3 changed files with 7 additions and 5 deletions

View File

@ -136,7 +136,6 @@ end)
arena_lib.on_disconnect("skywars", function(arena, pl_name)
local player = minetest.get_player_by_name(pl_name)
skywars.update_players_counter(arena, false)
end)

View File

@ -1,6 +1,7 @@
local saved_huds = {} -- id = hud
local get_player_by_name = minetest.get_player_by_name
function skywars.generate_HUD(arena, pl_name)
local player = get_player_by_name(pl_name)
local players_count_
@ -113,7 +114,7 @@ function skywars.update_players_counter(arena, players_amount_updated)
for pl_name in pairs(arena.players) do
local player = get_player_by_name(pl_name)
if arena.players_original_amount == nil then return end
if not arena.players_original_amount or not saved_huds[pl_name].players_count then return end
local players_counter = tostring(arena.players_amount) .. "/" .. tostring(arena.players_original_amount)
player:hud_change(saved_huds[pl_name].players_count, "text", players_counter)

View File

@ -67,8 +67,8 @@ function async_reset_map(arena, debug, recursive_data)
local nodes_per_tick = recursive_data.nodes_per_tick or skywars_settings.nodes_per_tick
local initial_time = recursive_data.initial_time or minetest.get_us_time()
-- Resets a node if it hasn't been reset yet and if it resets more than "nodes_per_tick"
-- nodes it invokes this function again after one step.
-- Resets a node if it hasn't been reset yet and, if it resets more than "nodes_per_tick"
-- nodes, invokes this function again after one step.
arena.is_resetting = true
for hash_pos, node in pairs(original_nodes_to_reset) do
if current_index > last_index then
@ -99,13 +99,15 @@ function async_reset_map(arena, debug, recursive_data)
-- changes made to the latter during the reset.
local current_maps = skywars.load_table("maps")
if not current_maps[arena.name] or not current_maps[arena.name].changed_nodes then
return
return
end
local current_nodes_to_reset = current_maps[arena.name].changed_nodes
for hash_pos, node in pairs(current_nodes_to_reset) do
local always_to_be_reset = original_maps[arena.name].always_to_be_reset_nodes[hash_pos]
-- If in the old map this block hadn't been changed or it always has
-- to be reset, continue.
if not original_nodes_to_reset[hash_pos] or always_to_be_reset then
goto continue
end