Added queue for adding entities to cWorld.
This alone doesn't work properly yet, further changes to cPlayer are needed.
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@ -250,7 +250,8 @@ public:
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void SendData(const char * a_Data, size_t a_Size);
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/** Called when the player moves into a different world; queues sreaming the new chunks */
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/** Called when the player moves into a different world.
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Locks the current world, doesn't lock the new world. */
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void MoveToWorld(cWorld & a_World, bool a_SendRespawnPacket);
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/** Called when the player will enchant a Item */
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@ -421,6 +421,9 @@ public:
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UNUSED(a_Killer);
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}
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/** Sets the internal world pointer to a new cWorld, doesn't update anything else. */
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void SetWorld(cWorld * a_World) { m_World = a_World; }
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protected:
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static cCriticalSection m_CSCount;
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static int m_EntityCount;
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@ -485,8 +488,6 @@ protected:
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virtual void Destroyed(void) {} // Called after the entity has been destroyed
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void SetWorld(cWorld * a_World) { m_World = a_World; }
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/** Called in each tick to handle air-related processing i.e. drowning */
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virtual void HandleAir();
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@ -1595,8 +1595,6 @@ bool cPlayer::MoveToWorld(const char * a_WorldName)
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m_ClientHandle->MoveToWorld(*World, (OldDimension != World->GetDimension()));
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// Add player to all the necessary parts of the new world
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SetWorld(World);
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m_ClientHandle->StreamChunks();
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World->AddEntity(this);
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World->AddPlayer(this);
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@ -328,6 +328,8 @@ public:
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void SetVisible( bool a_bVisible ); // tolua_export
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bool IsVisible(void) const { return m_bVisible; } // tolua_export
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/** Moves the player to the specified world.
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Returns true if successful, false on failure (world not found). */
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bool MoveToWorld(const char * a_WorldName); // tolua_export
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bool SaveToDisk(void);
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@ -743,6 +743,17 @@ void cWorld::Tick(float a_Dt, int a_LastTickDurationMSec)
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m_LastTimeUpdate = m_WorldAge;
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}
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// Add entities waiting in the queue to be added:
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{
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cCSLock Lock(m_CSEntitiesToAdd);
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for (cEntityList::iterator itr = m_EntitiesToAdd.begin(), end = m_EntitiesToAdd.end(); itr != end; ++itr)
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{
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(*itr)->SetWorld(this);
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m_ChunkMap->AddEntity(*itr);
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}
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m_EntitiesToAdd.clear();
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}
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m_ChunkMap->Tick(a_Dt);
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TickClients(a_Dt);
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@ -2808,9 +2819,11 @@ void cWorld::ScheduleTask(int a_DelayTicks, cTask * a_Task)
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void cWorld::AddEntity(cEntity * a_Entity)
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{
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m_ChunkMap->AddEntity(a_Entity);
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cCSLock Lock(m_CSEntitiesToAdd);
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m_EntitiesToAdd.push_back(a_Entity);
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}
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@ -2819,6 +2832,19 @@ void cWorld::AddEntity(cEntity * a_Entity)
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bool cWorld::HasEntity(int a_UniqueID)
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{
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// Check if the entity is in the queue to be added to the world:
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{
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cCSLock Lock(m_CSEntitiesToAdd);
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for (cEntityList::const_iterator itr = m_EntitiesToAdd.begin(), end = m_EntitiesToAdd.end(); itr != end; ++itr)
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{
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if ((*itr)->GetUniqueID() == a_UniqueID)
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{
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return true;
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}
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} // for itr - m_EntitiesToAdd[]
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}
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// Check if the entity is in the chunkmap:
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return m_ChunkMap->HasEntity(a_UniqueID);
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}
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@ -301,7 +301,8 @@ public:
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void SendPlayerList(cPlayer * a_DestPlayer); // Sends playerlist to the player
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/** Adds the entity into its appropriate chunk; takes ownership of the entity ptr */
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/** Adds the entity into its appropriate chunk; takes ownership of the entity ptr.
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The entity is added lazily - this function only puts it in a queue that is then processed by the Tick thread. */
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void AddEntity(cEntity * a_Entity);
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bool HasEntity(int a_UniqueID);
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@ -926,6 +927,12 @@ private:
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/** Clients that are scheduled for adding, waiting for TickClients to add them */
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cClientHandleList m_ClientsToAdd;
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/** Guards m_EntitiesToAdd */
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cCriticalSection m_CSEntitiesToAdd;
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/** List of entities that are scheduled for adding, waiting for the Tick thread to add them. */
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cEntityList m_EntitiesToAdd;
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cWorld(const AString & a_WorldName);
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virtual ~cWorld();
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