Fixed crashes in world's clientlist manipulators
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8c3837987b
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@ -817,6 +817,26 @@ void cWorld::TickClients(float a_Dt)
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cClientHandleList RemoveClients;
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cClientHandleList RemoveClients;
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{
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{
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cCSLock Lock(m_CSClients);
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cCSLock Lock(m_CSClients);
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// Remove clients scheduled for removal:
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for (cClientHandleList::iterator itr = m_ClientsToRemove.begin(), end = m_ClientsToRemove.end(); itr != end; ++itr)
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{
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m_Clients.remove(*itr);
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} // for itr - m_ClientsToRemove[]
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m_ClientsToRemove.clear();
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// Add clients scheduled for adding:
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for (cClientHandleList::iterator itr = m_ClientsToAdd.begin(), end = m_ClientsToAdd.end(); itr != end; ++itr)
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{
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if (std::find(m_Clients.begin(), m_Clients.end(), *itr) != m_Clients.end())
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{
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ASSERT(!"Adding a client that is already in the clientlist");
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continue;
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}
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m_Clients.push_back(*itr);
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} // for itr - m_ClientsToRemove[]
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m_ClientsToAdd.clear();
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// Tick the clients, take out those that have been destroyed into RemoveClients
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// Tick the clients, take out those that have been destroyed into RemoveClients
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for (cClientHandleList::iterator itr = m_Clients.begin(); itr != m_Clients.end();)
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for (cClientHandleList::iterator itr = m_Clients.begin(); itr != m_Clients.end();)
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{
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{
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@ -2018,7 +2038,7 @@ void cWorld::AddPlayer(cPlayer * a_Player)
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if (a_Player->GetClientHandle() != NULL)
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if (a_Player->GetClientHandle() != NULL)
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{
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{
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cCSLock Lock(m_CSClients);
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cCSLock Lock(m_CSClients);
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m_Clients.push_back(a_Player->GetClientHandle());
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m_ClientsToAdd.push_back(a_Player->GetClientHandle());
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}
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}
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// The player has already been added to the chunkmap as the entity, do NOT add again!
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// The player has already been added to the chunkmap as the entity, do NOT add again!
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@ -2040,7 +2060,7 @@ void cWorld::RemovePlayer(cPlayer * a_Player)
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if (a_Player->GetClientHandle() != NULL)
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if (a_Player->GetClientHandle() != NULL)
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{
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{
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cCSLock Lock(m_CSClients);
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cCSLock Lock(m_CSClients);
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m_Clients.remove(a_Player->GetClientHandle());
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m_ClientsToRemove.push_back(a_Player->GetClientHandle());
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}
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}
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}
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}
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@ -666,6 +666,12 @@ private:
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/// List of clients in this world, these will be ticked by this world
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/// List of clients in this world, these will be ticked by this world
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cClientHandleList m_Clients;
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cClientHandleList m_Clients;
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/// Clients that are scheduled for removal (ticked in another world), waiting for TickClients() to remove them
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cClientHandleList m_ClientsToRemove;
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/// Clients that are scheduled for adding, waiting for TickClients to add them
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cClientHandleList m_ClientsToAdd;
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cWorld(const AString & a_WorldName);
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cWorld(const AString & a_WorldName);
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