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author | LogicParrot <LogicParrot@users.noreply.github.com> | 2016-03-31 11:41:52 +0200 |
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committer | LogicParrot <LogicParrot@users.noreply.github.com> | 2016-03-31 11:41:52 +0200 |
commit | 0f2cebb7861516e1046a81c920a7e12be2747ac6 (patch) | |
tree | c9c029db48142bc3d87b6ed6f245237ded472466 /src/World.cpp | |
parent | Merge pull request #3109 from LogicParrot/moveToNewWorld (diff) | |
parent | Entities are never lost (diff) | |
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Diffstat (limited to 'src/World.cpp')
-rw-r--r-- | src/World.cpp | 32 |
1 files changed, 13 insertions, 19 deletions
diff --git a/src/World.cpp b/src/World.cpp index 365447428..79098487f 100644 --- a/src/World.cpp +++ b/src/World.cpp @@ -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: { 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); - m_ChunkMap->AddEntity(*itr); - ASSERT(!(*itr)->IsTicking()); - if (m_ChunkMap->HasEntity((*itr)->GetUniqueID())) - { - (*itr)->SetIsTicking(true); - } + Entity->SetWorld(this); + m_ChunkMap->AddEntity(Entity); + ASSERT(!Entity->IsTicking()); + Entity->SetIsTicking(true); } m_EntitiesToAdd.clear(); } @@ -3820,21 +3817,18 @@ void cWorld::AddQueuedPlayers(void) // Add all the players in the grabbed list: { 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? - LOGD("Adding player %s to world \"%s\".", (*itr)->GetName().c_str(), m_WorldName.c_str()); + 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\".", Player->GetName().c_str(), m_WorldName.c_str()); - m_Players.push_back(*itr); - (*itr)->SetWorld(this); + m_Players.push_back(Player); + Player->SetWorld(this); // Add to chunkmap, if not already there (Spawn vs MoveToWorld): - m_ChunkMap->AddEntityIfNotPresent(*itr); - ASSERT(!(*itr)->IsTicking()); - if (m_ChunkMap->HasEntity((*itr)->GetUniqueID())) - { - (*itr)->SetIsTicking(true); - } + m_ChunkMap->AddEntityIfNotPresent(Player); + ASSERT(!Player->IsTicking()); + Player->SetIsTicking(true); } // for itr - PlayersToAdd[] } // Lock(m_CSPlayers) |