Proper entity removal functions
git-svn-id: http://mc-server.googlecode.com/svn/trunk@1386 0a769ca7-a7f5-676a-18bf-c427514a06d6
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@ -1370,41 +1370,6 @@ void cChunkMap::RemoveClientFromChunks(cClientHandle * a_Client)
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// TODO: This function should not be needed, remove?
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void cChunkMap::MoveEntityToChunk(cEntity * a_Entity, int a_ChunkX, int a_ChunkZ)
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{
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cCSLock Lock(m_CSLayers);
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cChunkPtr OldChunk = GetChunkNoGen(a_Entity->GetChunkX(), ZERO_CHUNK_Y, a_Entity->GetChunkZ());
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if (OldChunk != NULL)
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{
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OldChunk->RemoveEntity(a_Entity);
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}
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cChunkPtr NewChunk = GetChunkNoGen(a_ChunkX, ZERO_CHUNK_Y, a_ChunkZ);
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if (NewChunk != NULL)
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{
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NewChunk->AddEntity(a_Entity);
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}
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}
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void cChunkMap::RemoveEntityFromChunk(cEntity * a_Entity, int a_ChunkX, int a_ChunkZ)
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{
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cCSLock Lock(m_CSLayers);
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cChunkPtr Chunk = GetChunkNoGen(a_ChunkX, ZERO_CHUNK_Y, a_ChunkZ);
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if ((Chunk == NULL) && !Chunk->IsValid())
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{
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return;
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}
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Chunk->RemoveEntity(a_Entity);
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}
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void cChunkMap::AddEntity(cEntity * a_Entity)
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void cChunkMap::AddEntity(cEntity * a_Entity)
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{
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{
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cCSLock Lock(m_CSLayers);
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cCSLock Lock(m_CSLayers);
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@ -1437,6 +1402,21 @@ bool cChunkMap::HasEntity(int a_UniqueID)
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void cChunkMap::RemoveEntity(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 ((Chunk == NULL) && !Chunk->IsValid())
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{
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return;
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}
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Chunk->RemoveEntity(a_Entity);
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}
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bool cChunkMap::ForEachEntity(cEntityCallback & a_Callback)
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bool cChunkMap::ForEachEntity(cEntityCallback & a_Callback)
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{
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{
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cCSLock Lock(m_CSLayers);
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cCSLock Lock(m_CSLayers);
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@ -183,18 +183,15 @@ public:
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/// Removes the client from all chunks it is present in
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/// Removes the client from all chunks it is present in
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void RemoveClientFromChunks(cClientHandle * a_Client);
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void RemoveClientFromChunks(cClientHandle * a_Client);
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/// Moves the entity from its current chunk to the new chunk specified
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void MoveEntityToChunk(cEntity * a_Entity, int a_ChunkX, int a_ChunkZ);
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/// Removes the entity from the chunk specified
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void RemoveEntityFromChunk(cEntity * a_Entity, int a_ChunkX, int a_ChunkZ);
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/// Adds the entity to its appropriate chunk, takes ownership of the entity pointer
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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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void AddEntity(cEntity * a_Entity);
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/// Returns true if the entity with specified ID is present in the chunks
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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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bool HasEntity(int a_EntityID);
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/// Removes the entity from its appropriate chunk
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void RemoveEntity(cEntity * a_Entity);
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/// Calls the callback for each entity in the entire world; returns true if all entities processed, false if the callback aborted by returning true
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/// Calls the callback for each entity in the entire world; returns true if all entities processed, false if the callback aborted by returning true
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bool ForEachEntity(cEntityCallback & a_Callback); // Lua-accessible
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bool ForEachEntity(cEntityCallback & a_Callback); // Lua-accessible
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@ -853,7 +853,7 @@ bool cPlayer::MoveToWorld( const char* a_WorldName )
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/* Remove all links to the old world */
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/* Remove all links to the old world */
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m_World->RemovePlayer( this );
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m_World->RemovePlayer( this );
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m_ClientHandle->RemoveFromAllChunks();
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m_ClientHandle->RemoveFromAllChunks();
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m_World->RemoveEntityFromChunk(this, GetChunkX(), GetChunkZ());
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m_World->RemoveEntity(this);
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/* Add player to all the necessary parts of the new world */
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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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SetWorld( World );
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@ -1722,7 +1722,7 @@ void cWorld::AddPlayer(cPlayer * a_Player)
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void cWorld::RemovePlayer(cPlayer * a_Player)
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void cWorld::RemovePlayer(cPlayer * a_Player)
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{
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{
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m_ChunkMap->RemoveEntityFromChunk(a_Player, a_Player->GetChunkX(), a_Player->GetChunkZ());
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m_ChunkMap->RemoveEntity(a_Player);
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cCSLock Lock(m_CSPlayers);
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cCSLock Lock(m_CSPlayers);
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m_Players.remove(a_Player);
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m_Players.remove(a_Player);
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}
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}
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@ -1853,15 +1853,6 @@ void cWorld::SendPlayerList(cPlayer * a_DestPlayer)
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void cWorld::RemoveEntityFromChunk(cEntity * a_Entity, int a_ChunkX, int a_ChunkZ)
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{
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m_ChunkMap->RemoveEntityFromChunk(a_Entity, a_ChunkX, a_ChunkZ);
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}
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bool cWorld::ForEachEntity(cEntityCallback & a_Callback)
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bool cWorld::ForEachEntity(cEntityCallback & a_Callback)
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{
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{
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return m_ChunkMap->ForEachEntity(a_Callback);
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return m_ChunkMap->ForEachEntity(a_Callback);
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@ -2084,6 +2075,15 @@ bool cWorld::HasEntity(int a_UniqueID)
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void cWorld::RemoveEntity(cEntity * a_Entity)
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{
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m_ChunkMap->RemoveEntity(a_Entity);
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}
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unsigned int cWorld::GetNumPlayers(void)
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unsigned int cWorld::GetNumPlayers(void)
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{
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{
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cCSLock Lock(m_CSPlayers);
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cCSLock Lock(m_CSPlayers);
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@ -207,12 +207,13 @@ public:
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void SendPlayerList(cPlayer * a_DestPlayer); // Sends playerlist to the player
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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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void AddEntity(cEntity * a_Entity);
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void AddEntity(cEntity * a_Entity);
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bool HasEntity(int a_UniqueID);
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bool HasEntity(int a_UniqueID);
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/// Removes the entity from the chunk specified
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/// Removes the entity, the entity ptr ownership is assumed taken by the caller
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void RemoveEntityFromChunk(cEntity * a_Entity, int a_ChunkX, int a_ChunkZ);
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void RemoveEntity(cEntity * a_Entity);
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/// Calls the callback for each entity in the entire world; returns true if all entities processed, false if the callback aborted by returning true
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/// Calls the callback for each entity in the entire world; returns true if all entities processed, false if the callback aborted by returning true
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bool ForEachEntity(cEntityCallback & a_Callback); // Exported in ManualBindings.cpp
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bool ForEachEntity(cEntityCallback & a_Callback); // Exported in ManualBindings.cpp
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@ -558,8 +559,6 @@ private:
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void TickWeather(float a_Dt); // Handles weather each tick
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void TickWeather(float a_Dt); // Handles weather each tick
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void TickSpawnMobs(float a_Dt); // Handles mob spawning each tick
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void TickSpawnMobs(float a_Dt); // Handles mob spawning each tick
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void RemoveEntity( cEntity * a_Entity );
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/// Creates a new fluid simulator, loads its settings from the inifile (a_FluidName section)
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/// Creates a new fluid simulator, loads its settings from the inifile (a_FluidName section)
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cFluidSimulator * InitializeFluidSimulator(cIniFile & a_IniFile, const char * a_FluidName, BLOCKTYPE a_SimulateBlock, BLOCKTYPE a_StationaryBlock);
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cFluidSimulator * InitializeFluidSimulator(cIniFile & a_IniFile, const char * a_FluidName, BLOCKTYPE a_SimulateBlock, BLOCKTYPE a_StationaryBlock);
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}; // tolua_export
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}; // tolua_export
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