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Fixed cChunk::m_Entities corruption upon world travel

This commit is contained in:
LogicParrot 2016-02-02 17:37:21 +02:00
parent 57e6fd654b
commit 07b7fd4ad3
4 changed files with 57 additions and 8 deletions

View File

@ -603,6 +603,7 @@ void cChunk::SpawnMobs(cMobSpawner & a_MobSpawner)
void cChunk::Tick(std::chrono::milliseconds a_Dt)
{
m_IsInTick = true;
BroadcastPendingBlockChanges();
CheckBlocks();
@ -637,7 +638,7 @@ void cChunk::Tick(std::chrono::milliseconds a_Dt)
else if ((*itr)->IsWorldTravellingFrom(m_World))
{
// Remove all entities that are travelling to another world
LOGD("Removing entity from [%d, %d] that's travelling between worlds.", m_PosX, m_PosZ);
LOGD("Removing entity from [%d, %d] that's travelling between worlds. (Scheduled)", m_PosX, m_PosZ);
MarkDirty();
(*itr)->SetWorldTravellingFrom(nullptr);
itr = m_Entities.erase(itr);
@ -659,6 +660,7 @@ void cChunk::Tick(std::chrono::milliseconds a_Dt)
} // for itr - m_Entitites[]
ApplyWeatherToTop();
m_IsInTick = false;
}
@ -1910,6 +1912,31 @@ void cChunk::RemoveEntity(cEntity * a_Entity)
void cChunk::SafeRemoveEntity(cEntity * a_Entity)
{
if (!m_IsInTick)
{
LOGD("Removing entity from [%d, %d] that's travelling between worlds. (immediate)", m_PosX, m_PosZ);
// If we're not in a tick, just remove it.
m_Entities.remove(a_Entity);
}
else
{
// 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()
a_Entity->SetWorldTravellingFrom(GetWorld());
}
// Mark as dirty if it was a server-generated entity:
if (!a_Entity->IsPlayer())
{
MarkDirty();
}
}
bool cChunk::HasEntity(UInt32 a_EntityID)
{
for (cEntityList::const_iterator itr = m_Entities.begin(), end = m_Entities.end(); itr != end; ++itr)

View File

@ -260,6 +260,9 @@ public:
void AddEntity(cEntity * a_Entity);
void RemoveEntity(cEntity * a_Entity);
/** RemoveEntity is dangerous if the chunk is inside the tick() method because it invalidates the iterator.
This will safely remove an entity. */
void SafeRemoveEntity(cEntity * a_Entity);
bool HasEntity(UInt32 a_EntityID);
/** Calls the callback for each entity; returns true if all entities processed, false if the callback aborted by returning true */
@ -502,7 +505,7 @@ private:
/** If the chunk fails to load, should it be queued in the generator or reset back to invalid? */
bool m_ShouldGenerateIfLoadFailed;
bool m_IsInTick; // True if the chunk is executing the tick() method.
bool m_IsLightValid; // True if the blocklight and skylight are calculated
bool m_IsDirty; // True if the chunk has changed since it was last saved
bool m_IsSaving; // True if the chunk is being saved

View File

@ -1499,8 +1499,17 @@ bool cEntity::DoMoveToWorld(cWorld * a_World, bool a_ShouldSendRespawn, Vector3d
return false;
}
// Remove all links to the old world
SetWorldTravellingFrom(GetWorld()); // cChunk::Tick() handles entity removal
// Remove entity from chunk
if (!GetWorld()->DoWithChunk(GetChunkX(), GetChunkZ(), [this](cChunk & a_Chunk) -> bool
{
a_Chunk.SafeRemoveEntity(this);
return true;
}))
{
LOGD("Entity Teleportation failed! Didn't find the source chunk!\n");
return false;
}
GetWorld()->BroadcastDestroyEntity(*this);
SetPosition(a_NewPosition);

View File

@ -1695,6 +1695,20 @@ bool cPlayer::DoMoveToWorld(cWorld * a_World, bool a_ShouldSendRespawn, Vector3d
return false;
}
// Remove player from chunk
if (!GetWorld()->DoWithChunk(GetChunkX(), GetChunkZ(), [this](cChunk & a_Chunk) -> bool
{
a_Chunk.SafeRemoveEntity(this);
return true;
}))
{
LOGD("Entity Teleportation failed! Didn't find the source chunk!\n");
return false;
}
// Remove player from world
GetWorld()->RemovePlayer(this, false);
// Send the respawn packet:
if (a_ShouldSendRespawn && (m_ClientHandle != nullptr))
{
@ -1704,10 +1718,6 @@ bool cPlayer::DoMoveToWorld(cWorld * a_World, bool a_ShouldSendRespawn, Vector3d
// Broadcast for other people that the player is gone.
GetWorld()->BroadcastDestroyEntity(*this);
// Remove player from the old world
SetWorldTravellingFrom(GetWorld()); // cChunk handles entity removal
GetWorld()->RemovePlayer(this, false);
SetPosition(a_NewPosition);
// Queue adding player to the new world, including all the necessary adjustments to the object