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Entities are never lost

This commit is contained in:
LogicParrot 2016-03-29 21:23:53 +03:00
parent 6d1d223d04
commit 630ceed2c0
3 changed files with 19 additions and 32 deletions

View File

@ -693,10 +693,9 @@ void cChunk::MoveEntityToNewChunk(cEntity * a_Entity)
cChunk * Neighbor = GetNeighborChunk(a_Entity->GetChunkX() * cChunkDef::Width, a_Entity->GetChunkZ() * cChunkDef::Width); cChunk * Neighbor = GetNeighborChunk(a_Entity->GetChunkX() * cChunkDef::Width, a_Entity->GetChunkZ() * cChunkDef::Width);
if (Neighbor == nullptr) if (Neighbor == nullptr)
{ {
Neighbor = m_ChunkMap->GetChunkNoLoad(a_Entity->GetChunkX(), a_Entity->GetChunkZ()); Neighbor = m_ChunkMap->GetChunk(a_Entity->GetChunkX(), a_Entity->GetChunkZ());
if (Neighbor == nullptr) if (Neighbor == nullptr) // This will assert inside GetChunk in debug builds
{ {
// TODO: What to do with this?
LOGWARNING("%s: Failed to move entity, destination chunk unreachable. Entity lost", __FUNCTION__); LOGWARNING("%s: Failed to move entity, destination chunk unreachable. Entity lost", __FUNCTION__);
return; return;
} }

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@ -1623,11 +1623,8 @@ void cChunkMap::RemoveClientFromChunks(cClientHandle * a_Client)
void cChunkMap::AddEntity(cEntity * a_Entity) void cChunkMap::AddEntity(cEntity * a_Entity)
{ {
cCSLock Lock(m_CSLayers); cCSLock Lock(m_CSLayers);
cChunkPtr Chunk = GetChunkNoGen(a_Entity->GetChunkX(), a_Entity->GetChunkZ()); cChunkPtr Chunk = GetChunk(a_Entity->GetChunkX(), a_Entity->GetChunkZ());
if ( if (Chunk == nullptr) // This will assert inside GetChunk in Debug builds
(Chunk == nullptr) || // Chunk not present at all
(!Chunk->IsValid() && !a_Entity->IsPlayer()) // Chunk present, but no valid data; players need to spawn in such chunks (#953)
)
{ {
LOGWARNING("Entity at %p (%s, ID %d) spawning in a non-existent chunk, the entity is lost.", LOGWARNING("Entity at %p (%s, ID %d) spawning in a non-existent chunk, the entity is lost.",
static_cast<void *>(a_Entity), a_Entity->GetClass(), a_Entity->GetUniqueID() static_cast<void *>(a_Entity), a_Entity->GetClass(), a_Entity->GetUniqueID()
@ -1644,11 +1641,8 @@ void cChunkMap::AddEntity(cEntity * a_Entity)
void cChunkMap::AddEntityIfNotPresent(cEntity * a_Entity) void cChunkMap::AddEntityIfNotPresent(cEntity * a_Entity)
{ {
cCSLock Lock(m_CSLayers); cCSLock Lock(m_CSLayers);
cChunkPtr Chunk = GetChunkNoGen(a_Entity->GetChunkX(), a_Entity->GetChunkZ()); cChunkPtr Chunk = GetChunk(a_Entity->GetChunkX(), a_Entity->GetChunkZ());
if ( if (Chunk == nullptr) // This will assert inside GetChunk in Debug builds
(Chunk == nullptr) || // Chunk not present at all
(!Chunk->IsValid() && !a_Entity->IsPlayer()) // Chunk present, but no valid data; players need to spawn in such chunks (#953)
)
{ {
LOGWARNING("Entity at %p (%s, ID %d) spawning in a non-existent chunk, the entity is lost.", LOGWARNING("Entity at %p (%s, ID %d) spawning in a non-existent chunk, the entity is lost.",
static_cast<void *>(a_Entity), a_Entity->GetClass(), a_Entity->GetUniqueID() static_cast<void *>(a_Entity), a_Entity->GetClass(), a_Entity->GetUniqueID()

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@ -1014,15 +1014,12 @@ void cWorld::Tick(std::chrono::milliseconds a_Dt, std::chrono::milliseconds a_La
// Add entities waiting in the queue to be added: // Add entities waiting in the queue to be added:
{ {
cCSLock Lock(m_CSEntitiesToAdd); cCSLock Lock(m_CSEntitiesToAdd);
for (cEntityList::iterator itr = m_EntitiesToAdd.begin(), end = m_EntitiesToAdd.end(); itr != end; ++itr) for (auto & Entity : m_EntitiesToAdd)
{ {
(*itr)->SetWorld(this); Entity->SetWorld(this);
m_ChunkMap->AddEntity(*itr); m_ChunkMap->AddEntity(Entity);
ASSERT(!(*itr)->IsTicking()); ASSERT(!Entity->IsTicking());
if (m_ChunkMap->HasEntity((*itr)->GetUniqueID())) Entity->SetIsTicking(true);
{
(*itr)->SetIsTicking(true);
}
} }
m_EntitiesToAdd.clear(); m_EntitiesToAdd.clear();
} }
@ -3820,21 +3817,18 @@ void cWorld::AddQueuedPlayers(void)
// Add all the players in the grabbed list: // Add all the players in the grabbed list:
{ {
cCSLock Lock(m_CSPlayers); cCSLock Lock(m_CSPlayers);
for (cPlayerList::iterator itr = PlayersToAdd.begin(), end = PlayersToAdd.end(); itr != end; ++itr) for (auto Player : m_Players)
{ {
ASSERT(std::find(m_Players.begin(), m_Players.end(), *itr) == m_Players.end()); // Is it already in the list? HOW? ASSERT(std::find(m_Players.begin(), m_Players.end(), Player) == m_Players.end()); // Is it already in the list? HOW?
LOGD("Adding player %s to world \"%s\".", (*itr)->GetName().c_str(), m_WorldName.c_str()); LOGD("Adding player %s to world \"%s\".", Player->GetName().c_str(), m_WorldName.c_str());
m_Players.push_back(*itr); m_Players.push_back(Player);
(*itr)->SetWorld(this); Player->SetWorld(this);
// Add to chunkmap, if not already there (Spawn vs MoveToWorld): // Add to chunkmap, if not already there (Spawn vs MoveToWorld):
m_ChunkMap->AddEntityIfNotPresent(*itr); m_ChunkMap->AddEntityIfNotPresent(Player);
ASSERT(!(*itr)->IsTicking()); ASSERT(!Player->IsTicking());
if (m_ChunkMap->HasEntity((*itr)->GetUniqueID())) Player->SetIsTicking(true);
{
(*itr)->SetIsTicking(true);
}
} // for itr - PlayersToAdd[] } // for itr - PlayersToAdd[]
} // Lock(m_CSPlayers) } // Lock(m_CSPlayers)