Rename AddEntityIfNotPresent to AddPlayer
+ Always make a chunk for the player to go into * Fixes #4847
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@ -909,21 +909,12 @@ void cChunkMap::AddEntity(OwnedEntity a_Entity)
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void cChunkMap::AddEntityIfNotPresent(OwnedEntity a_Entity)
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void cChunkMap::AddPlayer(std::unique_ptr<cPlayer> a_Player)
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{
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cCSLock Lock(m_CSChunks);
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const auto Chunk = FindChunk(a_Entity->GetChunkX(), a_Entity->GetChunkZ());
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if (Chunk == nullptr)
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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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static_cast<void *>(a_Entity.get()), 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(std::move(a_Entity));
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}
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auto & Chunk = ConstructChunk(a_Player->GetChunkX(), a_Player->GetChunkZ()); // Always construct the chunk for players
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ASSERT(!Chunk.HasEntity(a_Player->GetUniqueID()));
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Chunk.AddEntity(std::move(a_Player));
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}
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@ -201,9 +201,8 @@ public:
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/** Adds the entity to its appropriate chunk, takes ownership of the entity pointer */
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void AddEntity(OwnedEntity 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(OwnedEntity a_Entity);
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/** Adds the player to its appropriate chunk, takes ownership of the player pointer */
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void AddPlayer(std::unique_ptr<cPlayer> a_Player);
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/** Returns true if the entity with specified ID is present in the chunks */
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bool HasEntity(UInt32 a_EntityID) const;
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@ -3506,7 +3506,7 @@ void cWorld::AddQueuedPlayers(void)
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// Add to chunkmap, if not already there (Spawn vs MoveToWorld):
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auto PlayerPtr = Player.get();
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m_ChunkMap->AddEntityIfNotPresent(std::move(Player));
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m_ChunkMap->AddPlayer(std::move(Player));
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PlayerPtr->OnAddToWorld(*this);
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ASSERT(!PlayerPtr->IsTicking());
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PlayerPtr->SetIsTicking(true);
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