Fixed invalid iterators
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1296c5dce7
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6e681269d9
@ -71,7 +71,6 @@ cChunk::cChunk(
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m_IsDirty(false),
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m_IsSaving(false),
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m_HasLoadFailed(false),
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m_EntityTickIteratorData(std::make_pair(false, m_Entities.end())),
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m_StayCount(0),
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m_PosX(a_ChunkX),
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m_PosY(a_ChunkY),
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@ -577,44 +576,39 @@ void cChunk::Tick(float a_Dt)
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}
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// Tick all entities in this chunk (except mobs):
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m_EntityTickIteratorData.first = true;
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for (cEntityList::iterator itr = m_Entities.begin(); itr != m_Entities.end();)
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for (cEntityList::iterator itr = m_Entities.begin(); itr != m_Entities.end(); ++itr)
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{
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// Mobs are ticked inside cWorld::TickMobs() (as we don't have to tick them if they are far away from players)
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// Don't tick things queued to be removed
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if (!((*itr)->IsMob()))
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{
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m_EntityTickIteratorData.second = itr;
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(*itr)->Tick(a_Dt, *this);
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if (itr != m_EntityTickIteratorData.second)
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{
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itr = m_EntityTickIteratorData.second;
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}
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else
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{
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++itr;
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}
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continue;
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}
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++itr;
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} // for itr - m_Entitites[]
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m_EntityTickIteratorData.first = false;
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for (cEntityList::iterator itr = m_Entities.begin(); itr != m_Entities.end();)
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{
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if ((*itr)->IsDestroyed()) // Remove all entities that were scheduled for removal:
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{
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LOGD("Destroying entity #%i (%s)", (*itr)->GetUniqueID(), (*itr)->GetClass());
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MarkDirty();
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cEntity * ToDelete = *itr;
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itr = m_Entities.erase(itr);
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delete ToDelete;
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}
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else if ((*itr)->IsTravellingThroughPortal())
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{
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MarkDirty();
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(*itr)->SetIsTravellingThroughPortal(false);
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itr = m_Entities.erase(itr);
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}
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else if ( // If any entity moved out of the chunk, move it to the neighbor:
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((*itr)->GetChunkX() != m_PosX) ||
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((*itr)->GetChunkZ() != m_PosZ)
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)
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{
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MarkDirty();
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MoveEntityToNewChunk(*itr);
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itr = m_Entities.erase(itr);
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}
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@ -1874,14 +1868,7 @@ void cChunk::AddEntity(cEntity * a_Entity)
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void cChunk::RemoveEntity(cEntity * a_Entity)
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{
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if (m_EntityTickIteratorData.first)
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{
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m_EntityTickIteratorData.second = m_Entities.erase(m_EntityTickIteratorData.second);
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}
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else
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{
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m_Entities.remove(a_Entity);
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}
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m_Entities.remove(a_Entity);
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// Mark as dirty if it was a server-generated entity:
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if (!a_Entity->IsPlayer())
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@ -425,7 +425,6 @@ private:
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// A critical section is not needed, because all chunk access is protected by its parent ChunkMap's csLayers
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cClientHandleList m_LoadedByClient;
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cEntityList m_Entities;
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std::pair<bool, cEntityList::iterator> m_EntityTickIteratorData;
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cBlockEntityList m_BlockEntities;
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/** Number of times the chunk has been requested to stay (by various cChunkStay objects); if zero, the chunk can be unloaded */
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@ -57,6 +57,7 @@ cEntity::cEntity(eEntityType a_EntityType, double a_X, double a_Y, double a_Z, d
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, m_Width(a_Width)
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, m_Height(a_Height)
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, m_InvulnerableTicks(0)
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, m_IsTravellingThroughPortal(false)
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{
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cCSLock Lock(m_CSCount);
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m_EntityCount++;
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@ -1183,7 +1184,7 @@ bool cEntity::MoveToWorld(const AString & a_WorldName, cWorld * a_World, bool a_
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}
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// Remove all links to the old world
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GetWorld()->RemoveEntity(this);
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SetIsTravellingThroughPortal(true); // cChunk handles entity removal
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GetWorld()->BroadcastDestroyEntity(*this);
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// Queue add to new world
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@ -375,6 +375,12 @@ public:
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// tolua_end
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/** Returns if the entity is travelling through a portal. Set to true by MoveToWorld and to false when the entity is removed by the old chunk */
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bool IsTravellingThroughPortal(void) const { return m_IsTravellingThroughPortal; }
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/** Sets if the entity has begun travelling through a portal or not */
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void SetIsTravellingThroughPortal(bool a_Flag) { m_IsTravellingThroughPortal = a_Flag; }
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/// Updates clients of changes in the entity.
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virtual void BroadcastMovementUpdate(const cClientHandle * a_Exclude = NULL);
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@ -470,6 +476,9 @@ protected:
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/** True when entity is initialised (Initialize()) and false when destroyed pending deletion (Destroy()) */
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bool m_IsInitialized;
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/** True when entity is being moved across worlds, false anytime else */
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bool m_IsTravellingThroughPortal;
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eEntityType m_EntityType;
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cWorld * m_World;
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@ -492,7 +501,6 @@ protected:
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/// Time, in ticks, since the last damage dealt by the void. Reset to zero when moving out of the void.
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int m_TicksSinceLastVoidDamage;
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virtual void Destroyed(void) {} // Called after the entity has been destroyed
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/** Called in each tick to handle air-related processing i.e. drowning */
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@ -1600,6 +1600,7 @@ bool cPlayer::MoveToWorld(const AString & a_WorldName, cWorld * a_World, bool a_
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}
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// Remove player from the old world
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SetIsTravellingThroughPortal(true); // cChunk handles entity removal
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m_World->RemovePlayer(this);
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// Queue adding player to the new world, including all the necessary adjustments to the object
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@ -2417,7 +2417,10 @@ void cWorld::AddPlayer(cPlayer * a_Player)
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void cWorld::RemovePlayer(cPlayer * a_Player)
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{
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m_ChunkMap->RemoveEntity(a_Player);
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if (!a_Player->IsTravellingThroughPortal())
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{
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m_ChunkMap->RemoveEntity(a_Player);
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}
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{
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cCSLock Lock(m_CSPlayersToAdd);
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m_PlayersToAdd.remove(a_Player);
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@ -2919,15 +2922,6 @@ bool cWorld::HasEntity(int a_UniqueID)
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void cWorld::RemoveEntity(cEntity * a_Entity)
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{
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m_ChunkMap->RemoveEntity(a_Entity);
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}
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/*
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unsigned int cWorld::GetNumPlayers(void)
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{
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@ -313,9 +313,6 @@ public:
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bool HasEntity(int a_UniqueID);
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/** Removes the entity, the entity ptr ownership is assumed taken by the caller */
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void RemoveEntity(cEntity * a_Entity);
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/** Calls the callback for each entity in the entire world; returns true if all entities processed, false if the callback aborted by returning true */
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bool ForEachEntity(cEntityCallback & a_Callback); // Exported in ManualBindings.cpp
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