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Server counts the players correctly.

Was missing the PlayerDestroying() call, so players weren't removed from the playercount.
This commit is contained in:
madmaxoft 2013-08-14 19:11:54 +02:00
parent f8757d3606
commit 17b2353d71
3 changed files with 6 additions and 3 deletions

View File

@ -112,6 +112,9 @@ cPlayer::~cPlayer(void)
{
LOGD("Deleting cPlayer \"%s\" at %p, ID %d", m_PlayerName.c_str(), this, GetUniqueID());
// Notify the server that the player is being destroyed
cRoot::Get()->GetServer()->PlayerDestroying(this);
SaveToDisk();
m_World->RemovePlayer( this );

View File

@ -183,7 +183,7 @@ void cServer::PlayerCreated(const cPlayer * a_Player)
void cServer::PlayerDestroyed(const cPlayer * a_Player)
void cServer::PlayerDestroying(const cPlayer * a_Player)
{
// To avoid deadlocks, the player count is not handled directly, but rather posted onto the tick thread
cCSLock Lock(m_CSPlayerCountDiff);

View File

@ -81,8 +81,8 @@ public: // tolua_export
/// Notifies the server that a player was created; the server uses this to adjust the number of players
void PlayerCreated(const cPlayer * a_Player);
/// Notifies the server that a player was destroyed; the server uses this to adjust the number of players
void PlayerDestroyed(const cPlayer * a_Player);
/// Notifies the server that a player is being destroyed; the server uses this to adjust the number of players
void PlayerDestroying(const cPlayer * a_Player);
CryptoPP::RSA::PrivateKey & GetPrivateKey(void) { return m_PrivateKey; }
CryptoPP::RSA::PublicKey & GetPublicKey (void) { return m_PublicKey; }