core: fix building
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@@ -139,12 +139,21 @@ local function isBlockInsidePlayer(blockPos: Vector3): boolean
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end
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local DEBUG_PLACEMENT = true
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local function debugPlacementLog(...: any)
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if DEBUG_PLACEMENT then
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Util.StudioLog(...)
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end
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end
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local function debugPlacementWarn(...: any)
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if DEBUG_PLACEMENT then
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Util.StudioWarn(...)
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end
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end
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placeRemote.OnServerEvent:Connect(function(player, cx, cy, cz, x, y, z, blockId)
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local function reject(reason: string)
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if DEBUG_PLACEMENT then
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warn("[PLACE][REJECT]", player.Name, reason, "chunk", cx, cy, cz, "block", x, y, z, "id", blockId)
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end
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debugPlacementWarn("[PLACE][REJECT]", player.Name, reason, "chunk", cx, cy, cz, "block", x, y, z, "id", blockId)
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return
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end
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@@ -178,9 +187,7 @@ placeRemote.OnServerEvent:Connect(function(player, cx, cy, cz, x, y, z, blockId)
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if existing and existing.id and existing.id ~= 0 then
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if existing.id == resolvedId then
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-- same block already there; treat as success without changes
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if DEBUG_PLACEMENT then
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print("[PLACE][OK][NOOP]", player.Name, "chunk", cx, cy, cz, "block", x, y, z, "id", resolvedId)
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end
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debugPlacementLog("[PLACE][OK][NOOP]", player.Name, "chunk", cx, cy, cz, "block", x, y, z, "id", resolvedId)
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return
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end
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-- allow replacement when different id: remove then place
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@@ -192,9 +199,7 @@ placeRemote.OnServerEvent:Connect(function(player, cx, cy, cz, x, y, z, blockId)
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}
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chunk:CreateBlock(x, y, z, data)
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propogate("B_C", cx, cy, cz, x, y, z, data)
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if DEBUG_PLACEMENT then
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print("[PLACE][OK]", player.Name, "chunk", cx, cy, cz, "block", x, y, z, "id", resolvedId)
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end
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debugPlacementLog("[PLACE][OK]", player.Name, "chunk", cx, cy, cz, "block", x, y, z, "id", resolvedId)
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end)
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breakRemote.OnServerEvent:Connect(function(player, cx, cy, cz, x, y, z)
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@@ -219,10 +224,12 @@ breakRemote.OnServerEvent:Connect(function(player, cx, cy, cz, x, y, z)
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task.synchronize()
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tickRemote:FireClient(player, "C_R", cx, cy, cz, 0, 0, 0, 0)
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task.desynchronize()
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debugPlacementLog("[BREAK][NOOP]", player.Name, "chunk", cx, cy, cz, "block", x, y, z)
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return
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end
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chunk:RemoveBlock(x, y, z)
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propogate("B_D", cx, cy, cz, x, y, z, 0)
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debugPlacementLog("[BREAK][OK]", player.Name, "chunk", cx, cy, cz, "block", x, y, z)
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end)
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task.desynchronize()
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