From 5e670a050bb263ec66227e572eaf9fe0a95ccf1c Mon Sep 17 00:00:00 2001 From: Tiger Wang Date: Thu, 3 Sep 2020 22:25:35 +0100 Subject: Rename AddEntityIfNotPresent to AddPlayer + Always make a chunk for the player to go into * Fixes #4847 --- src/ChunkMap.cpp | 17 ++++------------- 1 file changed, 4 insertions(+), 13 deletions(-) (limited to 'src/ChunkMap.cpp') diff --git a/src/ChunkMap.cpp b/src/ChunkMap.cpp index 14d0d0d94..92cce9b55 100644 --- a/src/ChunkMap.cpp +++ b/src/ChunkMap.cpp @@ -909,21 +909,12 @@ void cChunkMap::AddEntity(OwnedEntity a_Entity) -void cChunkMap::AddEntityIfNotPresent(OwnedEntity a_Entity) +void cChunkMap::AddPlayer(std::unique_ptr a_Player) { cCSLock Lock(m_CSChunks); - const auto Chunk = FindChunk(a_Entity->GetChunkX(), a_Entity->GetChunkZ()); - if (Chunk == nullptr) - { - LOGWARNING("Entity at %p (%s, ID %d) spawning in a non-existent chunk, the entity is lost.", - static_cast(a_Entity.get()), a_Entity->GetClass(), a_Entity->GetUniqueID() - ); - return; - } - if (!Chunk->HasEntity(a_Entity->GetUniqueID())) - { - Chunk->AddEntity(std::move(a_Entity)); - } + auto & Chunk = ConstructChunk(a_Player->GetChunkX(), a_Player->GetChunkZ()); // Always construct the chunk for players + ASSERT(!Chunk.HasEntity(a_Player->GetUniqueID())); + Chunk.AddEntity(std::move(a_Player)); } -- cgit v1.2.3