Merge pull request #3105 from LogicParrot/chunkStability
Entities are never lost
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commit
0f2cebb786
@ -693,10 +693,9 @@ void cChunk::MoveEntityToNewChunk(cEntity * a_Entity)
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cChunk * Neighbor = GetNeighborChunk(a_Entity->GetChunkX() * cChunkDef::Width, a_Entity->GetChunkZ() * cChunkDef::Width);
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if (Neighbor == nullptr)
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{
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Neighbor = m_ChunkMap->GetChunkNoLoad(a_Entity->GetChunkX(), a_Entity->GetChunkZ());
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if (Neighbor == nullptr)
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Neighbor = m_ChunkMap->GetChunk(a_Entity->GetChunkX(), a_Entity->GetChunkZ());
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if (Neighbor == nullptr) // This will assert inside GetChunk in debug builds
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{
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// TODO: What to do with this?
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LOGWARNING("%s: Failed to move entity, destination chunk unreachable. Entity lost", __FUNCTION__);
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return;
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}
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@ -1623,11 +1623,8 @@ void cChunkMap::RemoveClientFromChunks(cClientHandle * a_Client)
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void cChunkMap::AddEntity(cEntity * a_Entity)
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{
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cCSLock Lock(m_CSLayers);
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cChunkPtr Chunk = GetChunkNoGen(a_Entity->GetChunkX(), a_Entity->GetChunkZ());
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if (
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(Chunk == nullptr) || // Chunk not present at all
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(!Chunk->IsValid() && !a_Entity->IsPlayer()) // Chunk present, but no valid data; players need to spawn in such chunks (#953)
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)
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cChunkPtr Chunk = GetChunk(a_Entity->GetChunkX(), a_Entity->GetChunkZ());
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if (Chunk == nullptr) // This will assert inside GetChunk in Debug builds
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{
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LOGWARNING("Entity at %p (%s, ID %d) spawning in a non-existent chunk, the entity is lost.",
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static_cast<void *>(a_Entity), a_Entity->GetClass(), a_Entity->GetUniqueID()
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@ -1644,11 +1641,8 @@ void cChunkMap::AddEntity(cEntity * a_Entity)
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void cChunkMap::AddEntityIfNotPresent(cEntity * a_Entity)
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{
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cCSLock Lock(m_CSLayers);
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cChunkPtr Chunk = GetChunkNoGen(a_Entity->GetChunkX(), a_Entity->GetChunkZ());
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if (
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(Chunk == nullptr) || // Chunk not present at all
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(!Chunk->IsValid() && !a_Entity->IsPlayer()) // Chunk present, but no valid data; players need to spawn in such chunks (#953)
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)
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cChunkPtr Chunk = GetChunk(a_Entity->GetChunkX(), a_Entity->GetChunkZ());
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if (Chunk == nullptr) // This will assert inside GetChunk in Debug builds
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{
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LOGWARNING("Entity at %p (%s, ID %d) spawning in a non-existent chunk, the entity is lost.",
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static_cast<void *>(a_Entity), a_Entity->GetClass(), a_Entity->GetUniqueID()
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@ -1014,15 +1014,12 @@ void cWorld::Tick(std::chrono::milliseconds a_Dt, std::chrono::milliseconds a_La
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// Add entities waiting in the queue to be added:
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{
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cCSLock Lock(m_CSEntitiesToAdd);
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for (cEntityList::iterator itr = m_EntitiesToAdd.begin(), end = m_EntitiesToAdd.end(); itr != end; ++itr)
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for (auto & Entity : m_EntitiesToAdd)
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{
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(*itr)->SetWorld(this);
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m_ChunkMap->AddEntity(*itr);
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ASSERT(!(*itr)->IsTicking());
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if (m_ChunkMap->HasEntity((*itr)->GetUniqueID()))
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{
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(*itr)->SetIsTicking(true);
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}
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Entity->SetWorld(this);
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m_ChunkMap->AddEntity(Entity);
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ASSERT(!Entity->IsTicking());
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Entity->SetIsTicking(true);
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}
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m_EntitiesToAdd.clear();
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}
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@ -3820,21 +3817,18 @@ void cWorld::AddQueuedPlayers(void)
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// Add all the players in the grabbed list:
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{
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cCSLock Lock(m_CSPlayers);
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for (cPlayerList::iterator itr = PlayersToAdd.begin(), end = PlayersToAdd.end(); itr != end; ++itr)
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for (auto Player : m_Players)
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{
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ASSERT(std::find(m_Players.begin(), m_Players.end(), *itr) == m_Players.end()); // Is it already in the list? HOW?
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LOGD("Adding player %s to world \"%s\".", (*itr)->GetName().c_str(), m_WorldName.c_str());
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ASSERT(std::find(m_Players.begin(), m_Players.end(), Player) == m_Players.end()); // Is it already in the list? HOW?
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LOGD("Adding player %s to world \"%s\".", Player->GetName().c_str(), m_WorldName.c_str());
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m_Players.push_back(*itr);
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(*itr)->SetWorld(this);
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m_Players.push_back(Player);
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Player->SetWorld(this);
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// Add to chunkmap, if not already there (Spawn vs MoveToWorld):
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m_ChunkMap->AddEntityIfNotPresent(*itr);
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ASSERT(!(*itr)->IsTicking());
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if (m_ChunkMap->HasEntity((*itr)->GetUniqueID()))
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{
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(*itr)->SetIsTicking(true);
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}
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m_ChunkMap->AddEntityIfNotPresent(Player);
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ASSERT(!Player->IsTicking());
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Player->SetIsTicking(true);
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} // for itr - PlayersToAdd[]
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} // Lock(m_CSPlayers)
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