diff options
-rw-r--r-- | src/Chunk.cpp | 5 | ||||
-rw-r--r-- | src/ChunkMap.cpp | 14 | ||||
-rw-r--r-- | src/World.cpp | 32 |
3 files changed, 19 insertions, 32 deletions
diff --git a/src/Chunk.cpp b/src/Chunk.cpp index fa479bf9a..db8966a23 100644 --- a/src/Chunk.cpp +++ b/src/Chunk.cpp @@ -693,10 +693,9 @@ void cChunk::MoveEntityToNewChunk(cEntity * a_Entity) cChunk * Neighbor = GetNeighborChunk(a_Entity->GetChunkX() * cChunkDef::Width, a_Entity->GetChunkZ() * cChunkDef::Width); if (Neighbor == nullptr) { - Neighbor = m_ChunkMap->GetChunkNoLoad(a_Entity->GetChunkX(), a_Entity->GetChunkZ()); - if (Neighbor == nullptr) + Neighbor = m_ChunkMap->GetChunk(a_Entity->GetChunkX(), a_Entity->GetChunkZ()); + 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__); return; } diff --git a/src/ChunkMap.cpp b/src/ChunkMap.cpp index 660d4a9ea..629acb341 100644 --- a/src/ChunkMap.cpp +++ b/src/ChunkMap.cpp @@ -1623,11 +1623,8 @@ void cChunkMap::RemoveClientFromChunks(cClientHandle * a_Client) void cChunkMap::AddEntity(cEntity * a_Entity) { cCSLock Lock(m_CSLayers); - cChunkPtr Chunk = GetChunkNoGen(a_Entity->GetChunkX(), a_Entity->GetChunkZ()); - if ( - (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) - ) + cChunkPtr Chunk = GetChunk(a_Entity->GetChunkX(), a_Entity->GetChunkZ()); + if (Chunk == nullptr) // This will assert inside GetChunk in Debug builds { 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() @@ -1644,11 +1641,8 @@ void cChunkMap::AddEntity(cEntity * a_Entity) void cChunkMap::AddEntityIfNotPresent(cEntity * a_Entity) { cCSLock Lock(m_CSLayers); - cChunkPtr Chunk = GetChunkNoGen(a_Entity->GetChunkX(), a_Entity->GetChunkZ()); - if ( - (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) - ) + cChunkPtr Chunk = GetChunk(a_Entity->GetChunkX(), a_Entity->GetChunkZ()); + if (Chunk == nullptr) // This will assert inside GetChunk in Debug builds { 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() 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) |