Fixed cChunk::m_Entities corruption upon world travel
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57e6fd654b
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07b7fd4ad3
@ -603,6 +603,7 @@ void cChunk::SpawnMobs(cMobSpawner & a_MobSpawner)
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void cChunk::Tick(std::chrono::milliseconds a_Dt)
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{
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m_IsInTick = true;
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BroadcastPendingBlockChanges();
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CheckBlocks();
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@ -637,7 +638,7 @@ void cChunk::Tick(std::chrono::milliseconds a_Dt)
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else if ((*itr)->IsWorldTravellingFrom(m_World))
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{
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// Remove all entities that are travelling to another world
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LOGD("Removing entity from [%d, %d] that's travelling between worlds.", m_PosX, m_PosZ);
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LOGD("Removing entity from [%d, %d] that's travelling between worlds. (Scheduled)", m_PosX, m_PosZ);
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MarkDirty();
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(*itr)->SetWorldTravellingFrom(nullptr);
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itr = m_Entities.erase(itr);
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@ -659,6 +660,7 @@ void cChunk::Tick(std::chrono::milliseconds a_Dt)
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} // for itr - m_Entitites[]
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ApplyWeatherToTop();
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m_IsInTick = false;
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}
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@ -1910,6 +1912,31 @@ void cChunk::RemoveEntity(cEntity * a_Entity)
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void cChunk::SafeRemoveEntity(cEntity * a_Entity)
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{
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if (!m_IsInTick)
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{
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LOGD("Removing entity from [%d, %d] that's travelling between worlds. (immediate)", m_PosX, m_PosZ);
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// If we're not in a tick, just remove it.
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m_Entities.remove(a_Entity);
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}
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else
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{
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// If we are in a tick, we don't want to invalidate the iterator, so we schedule the removal. Removal will be done in cChunk::tick()
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a_Entity->SetWorldTravellingFrom(GetWorld());
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}
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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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{
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MarkDirty();
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}
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}
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bool cChunk::HasEntity(UInt32 a_EntityID)
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{
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for (cEntityList::const_iterator itr = m_Entities.begin(), end = m_Entities.end(); itr != end; ++itr)
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@ -260,6 +260,9 @@ public:
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void AddEntity(cEntity * a_Entity);
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void RemoveEntity(cEntity * a_Entity);
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/** RemoveEntity is dangerous if the chunk is inside the tick() method because it invalidates the iterator.
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This will safely remove an entity. */
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void SafeRemoveEntity(cEntity * a_Entity);
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bool HasEntity(UInt32 a_EntityID);
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/** Calls the callback for each entity; returns true if all entities processed, false if the callback aborted by returning true */
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@ -502,7 +505,7 @@ private:
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/** If the chunk fails to load, should it be queued in the generator or reset back to invalid? */
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bool m_ShouldGenerateIfLoadFailed;
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bool m_IsInTick; // True if the chunk is executing the tick() method.
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bool m_IsLightValid; // True if the blocklight and skylight are calculated
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bool m_IsDirty; // True if the chunk has changed since it was last saved
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bool m_IsSaving; // True if the chunk is being saved
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@ -1499,8 +1499,17 @@ bool cEntity::DoMoveToWorld(cWorld * a_World, bool a_ShouldSendRespawn, Vector3d
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return false;
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}
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// Remove all links to the old world
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SetWorldTravellingFrom(GetWorld()); // cChunk::Tick() handles entity removal
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// Remove entity from chunk
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if (!GetWorld()->DoWithChunk(GetChunkX(), GetChunkZ(), [this](cChunk & a_Chunk) -> bool
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{
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a_Chunk.SafeRemoveEntity(this);
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return true;
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}))
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{
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LOGD("Entity Teleportation failed! Didn't find the source chunk!\n");
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return false;
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}
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GetWorld()->BroadcastDestroyEntity(*this);
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SetPosition(a_NewPosition);
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@ -1695,6 +1695,20 @@ bool cPlayer::DoMoveToWorld(cWorld * a_World, bool a_ShouldSendRespawn, Vector3d
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return false;
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}
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// Remove player from chunk
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if (!GetWorld()->DoWithChunk(GetChunkX(), GetChunkZ(), [this](cChunk & a_Chunk) -> bool
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{
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a_Chunk.SafeRemoveEntity(this);
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return true;
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}))
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{
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LOGD("Entity Teleportation failed! Didn't find the source chunk!\n");
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return false;
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}
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// Remove player from world
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GetWorld()->RemovePlayer(this, false);
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// Send the respawn packet:
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if (a_ShouldSendRespawn && (m_ClientHandle != nullptr))
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{
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@ -1704,10 +1718,6 @@ bool cPlayer::DoMoveToWorld(cWorld * a_World, bool a_ShouldSendRespawn, Vector3d
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// Broadcast for other people that the player is gone.
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GetWorld()->BroadcastDestroyEntity(*this);
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// Remove player from the old world
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SetWorldTravellingFrom(GetWorld()); // cChunk handles entity removal
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GetWorld()->RemovePlayer(this, false);
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SetPosition(a_NewPosition);
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// Queue adding player to the new world, including all the necessary adjustments to the object
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