Only store IDs across ticks
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@ -73,6 +73,7 @@ cEntity::cEntity(eEntityType a_EntityType, Vector3d a_Pos, double a_Width, doubl
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m_Height(a_Height),
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m_InvulnerableTicks(0)
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{
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m_WorldChangeInfo.m_NewWorld = nullptr;
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}
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@ -1406,7 +1407,7 @@ bool cEntity::DetectPortal()
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cWorld * TargetWorld = cRoot::Get()->GetWorld(GetWorld()->GetLinkedOverworldName());
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ASSERT(TargetWorld != nullptr); // The linkage checker should have prevented this at startup. See cWorld::start()
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LOGD("Jumping %s -> %s", DimensionToString(dimNether).c_str(), DimensionToString(DestionationDim).c_str());
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new cNetherPortalScanner(this, TargetWorld, TargetPos, cChunkDef::Height);
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new cNetherPortalScanner(*this, TargetWorld, TargetPos, cChunkDef::Height);
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return true;
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}
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// Nether portal in the overworld
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@ -1438,7 +1439,7 @@ bool cEntity::DetectPortal()
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cWorld * TargetWorld = cRoot::Get()->GetWorld(GetWorld()->GetLinkedNetherWorldName());
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ASSERT(TargetWorld != nullptr); // The linkage checker should have prevented this at startup. See cWorld::start()
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LOGD("Jumping %s -> %s", DimensionToString(dimOverworld).c_str(), DimensionToString(DestionationDim).c_str());
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new cNetherPortalScanner(this, TargetWorld, TargetPos, (cChunkDef::Height / 2));
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new cNetherPortalScanner(*this, TargetWorld, TargetPos, (cChunkDef::Height / 2));
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return true;
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}
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}
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@ -1587,25 +1588,46 @@ bool cEntity::MoveToWorld(cWorld * a_World, Vector3d a_NewPosition, bool a_SetPo
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return false;
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}
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if (m_WorldChangeInfo.m_NewWorld != nullptr)
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{
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// Avoid scheduling multiple warp tasks
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return true;
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}
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// Create new world change info
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auto NewWCI = cpp14::make_unique<sWorldChangeInfo>();
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*NewWCI = { a_World, a_NewPosition, a_SetPortalCooldown, a_ShouldSendRespawn };
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m_WorldChangeInfo = { a_World, a_NewPosition, a_SetPortalCooldown, a_ShouldSendRespawn };
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// Publish atomically
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auto OldWCI = m_WorldChangeInfo.exchange(std::move(NewWCI));
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// TODO: move to capture when C++14
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const auto EntityID = GetUniqueID();
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if (OldWCI == nullptr)
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{
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// Schedule a new world change.
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/* Requirements:
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Only one world change in-flight at any time
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No ticking during world changes
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The last invocation takes effect
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As of writing, cWorld ticks entities, clients, and then processes tasks
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We may call MoveToWorld (any number of times - consider multiple /portal commands within a tick) in the first and second stages
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Queue a task onto the third stage to invoke DoMoveToWorld ONCE with the last given destination world
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Store entity IDs in case client tick found the player disconnected and immediately destroys the object
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After the move begins, no further calls to MoveToWorld is possible since neither the client nor entity is ticked
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This remains until the warp is complete and the destination world resumes ticking.
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*/
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GetWorld()->QueueTask(
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[this](cWorld & a_CurWorld)
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[EntityID](cWorld & a_CurWorld)
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{
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auto WCI = m_WorldChangeInfo.exchange(nullptr);
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cWorld::cLock Lock(a_CurWorld);
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DoMoveToWorld(*WCI);
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a_CurWorld.DoWithEntityByID(
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EntityID,
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[](cEntity & a_Entity)
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{
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auto & WCI = a_Entity.m_WorldChangeInfo;
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a_Entity.DoMoveToWorld(WCI);
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WCI.m_NewWorld = nullptr;
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return true;
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}
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);
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}
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);
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return true;
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}
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@ -489,7 +489,7 @@ public:
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/** Returns true if a world change is scheduled to happen. */
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bool IsWorldChangeScheduled() const
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{
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return (m_WorldChangeInfo.load() != nullptr);
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return (m_WorldChangeInfo.m_NewWorld != nullptr);
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}
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/** Updates clients of changes in the entity. */
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@ -662,8 +662,8 @@ protected:
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cWorld * m_World;
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/** If not nullptr, a world change is scheduled and a task is queued in the current world. */
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cAtomicUniquePtr<sWorldChangeInfo> m_WorldChangeInfo;
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/** If field m_NewWorld not nullptr, a world change is scheduled and a task is queued in the current world. */
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sWorldChangeInfo m_WorldChangeInfo;
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/** Whether the entity is capable of taking fire or lava damage. */
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bool m_IsFireproof;
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@ -17,8 +17,9 @@ const double cNetherPortalScanner::AcrossOffset = 0.5;
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cNetherPortalScanner::cNetherPortalScanner(cEntity * a_MovingEntity, cWorld * a_DestinationWorld, Vector3d a_DestPosition, int a_MaxY) :
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m_Entity(a_MovingEntity),
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cNetherPortalScanner::cNetherPortalScanner(cEntity & a_MovingEntity, cWorld * a_DestinationWorld, Vector3d a_DestPosition, int a_MaxY) :
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m_EntityID(a_MovingEntity.GetUniqueID()),
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m_SourceWorld(*a_MovingEntity.GetWorld()),
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m_World(a_DestinationWorld),
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m_FoundPortal(false),
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m_BuildPlatform(true),
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@ -296,8 +297,18 @@ void cNetherPortalScanner::OnDisabled(void)
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Position.z += OutOffset;
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}
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// Lookup our warping entity by ID
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// Necessary as they may have been destroyed in the meantime (#4582)
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m_SourceWorld.DoWithEntityByID(
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m_EntityID,
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[this, &Position](cEntity & a_Entity)
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{
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FLOGD("Placing player at {0}", Position);
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m_Entity->MoveToWorld(m_World, Position, true, false);
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a_Entity.MoveToWorld(m_World, Position, true, false);
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return true;
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}
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);
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delete this;
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}
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@ -15,7 +15,7 @@ class cWorld;
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class cNetherPortalScanner : public cChunkStay
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{
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public:
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cNetherPortalScanner(cEntity * a_MovingEntity, cWorld * a_DestinationWorld, Vector3d a_DestPosition, int a_MaxY);
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cNetherPortalScanner(cEntity & a_MovingEntity, cWorld * a_DestinationWorld, Vector3d a_DestPosition, int a_MaxY);
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virtual void OnChunkAvailable(int a_ChunkX, int a_ChunkY) override;
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virtual bool OnAllChunksAvailable(void) override;
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virtual void OnDisabled(void) override;
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@ -48,8 +48,11 @@ private:
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/** Whether the given location is a valid location to build a portal. */
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bool IsValidBuildLocation(Vector3i a_BlockPosition);
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/** The entity that's being moved. */
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cEntity * m_Entity;
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/** The ID of the entity that's being moved. */
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UInt32 m_EntityID;
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/** The world we're moving the entity from, used to query the entity ID. */
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cWorld & m_SourceWorld;
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/** The world we're moving the entity to. */
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cWorld * m_World;
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