Fixed a race condition when adding a player to a world.
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@ -1665,6 +1665,30 @@ void cChunkMap::AddEntity(cEntity * a_Entity)
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void cChunkMap::AddEntityIfNotPresent(cEntity * a_Entity)
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{
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cCSLock Lock(m_CSLayers);
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cChunkPtr Chunk = GetChunkNoGen(a_Entity->GetChunkX(), ZERO_CHUNK_Y, a_Entity->GetChunkZ());
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if (
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(Chunk == NULL) || // Chunk not present at all
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(!Chunk->IsValid() && !a_Entity->IsPlayer()) // Chunk present, but no valid data; players need to spawn in such chunks (#953)
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)
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{
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LOGWARNING("Entity at %p (%s, ID %d) spawning in a non-existent chunk, the entity is lost.",
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a_Entity, a_Entity->GetClass(), a_Entity->GetUniqueID()
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);
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return;
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}
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if (!Chunk->HasEntity(a_Entity->GetUniqueID()))
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{
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Chunk->AddEntity(a_Entity);
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}
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}
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bool cChunkMap::HasEntity(int a_UniqueID)
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{
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cCSLock Lock(m_CSLayers);
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@ -199,6 +199,10 @@ public:
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/** Adds the entity to its appropriate chunk, takes ownership of the entity pointer */
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void AddEntity(cEntity * a_Entity);
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/** Adds the entity to its appropriate chunk, if the entity is not already added.
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Takes ownership of the entity pointer */
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void AddEntityIfNotPresent(cEntity * a_Entity);
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/** Returns true if the entity with specified ID is present in the chunks */
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bool HasEntity(int a_EntityID);
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@ -3148,10 +3148,7 @@ void cWorld::AddQueuedPlayers(void)
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(*itr)->SetWorld(this);
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// Add to chunkmap, if not already there (Spawn vs MoveToWorld):
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if (!m_ChunkMap->HasEntity((*itr)->GetUniqueID()))
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{
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m_ChunkMap->AddEntity(*itr);
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}
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m_ChunkMap->AddEntityIfNotPresent(*itr);
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} // for itr - PlayersToAdd[]
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} // Lock(m_CSPlayers)
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