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-rw-r--r--src/BlockEntities/JukeboxEntity.cpp13
-rw-r--r--src/BlockEntities/JukeboxEntity.h1
-rw-r--r--src/Chunk.cpp37
-rw-r--r--src/Chunk.h5
-rw-r--r--src/ChunkMap.cpp9
-rw-r--r--src/ClientHandle.cpp1
-rw-r--r--src/Entities/Entity.cpp15
-rw-r--r--src/Entities/Entity.h3
-rw-r--r--src/World.cpp6
9 files changed, 35 insertions, 55 deletions
diff --git a/src/BlockEntities/JukeboxEntity.cpp b/src/BlockEntities/JukeboxEntity.cpp
index 11d50b19a..b99d9d39c 100644
--- a/src/BlockEntities/JukeboxEntity.cpp
+++ b/src/BlockEntities/JukeboxEntity.cpp
@@ -24,19 +24,6 @@ cJukeboxEntity::cJukeboxEntity(BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta, Ve
-cJukeboxEntity::~cJukeboxEntity()
-{
- if (m_World && IsPlayingRecord())
- {
- // Stop playing music when destroyed by any means
- m_World->BroadcastSoundParticleEffect(EffectID::SFX_RANDOM_PLAY_MUSIC_DISC, GetPos(), 0);
- }
-}
-
-
-
-
-
void cJukeboxEntity::Destroy(void)
{
ASSERT(m_World != nullptr);
diff --git a/src/BlockEntities/JukeboxEntity.h b/src/BlockEntities/JukeboxEntity.h
index 5af2012bd..6e8443a7e 100644
--- a/src/BlockEntities/JukeboxEntity.h
+++ b/src/BlockEntities/JukeboxEntity.h
@@ -22,7 +22,6 @@ public: // tolua_export
BLOCKENTITY_PROTODEF(cJukeboxEntity)
cJukeboxEntity(BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta, Vector3i a_Pos, cWorld * a_World);
- virtual ~cJukeboxEntity() override;
// tolua_begin
diff --git a/src/Chunk.cpp b/src/Chunk.cpp
index 8f72d7c0f..df9292fae 100644
--- a/src/Chunk.cpp
+++ b/src/Chunk.cpp
@@ -103,24 +103,9 @@ cChunk::cChunk(
cChunk::~cChunk()
{
- cPluginManager::Get()->CallHookChunkUnloaded(*m_World, m_PosX, m_PosZ);
-
// LOGINFO("### delete cChunk() (%i, %i) from %p, thread 0x%x ###", m_PosX, m_PosZ, this, GetCurrentThreadId());
- m_BlockEntities.clear();
-
- // Remove and destroy all entities that are not players:
- cEntityList Entities;
- std::swap(Entities, m_Entities); // Need another list because cEntity destructors check if they've been removed from chunk
- for (auto & Entity : Entities)
- {
- if (!Entity->IsPlayer())
- {
- // Scheduling a normal destruction is neither possible (Since this chunk will be gone till the schedule occurs) nor necessary.
- Entity->DestroyNoScheduling(false); // No point in broadcasting in an unloading chunk. Chunks unload when no one is nearby.
- }
- }
-
+ // Inform our neighbours that we're no longer valid:
if (m_NeighborXM != nullptr)
{
m_NeighborXM->m_NeighborXP = nullptr;
@@ -137,6 +122,7 @@ cChunk::~cChunk()
{
m_NeighborZP->m_NeighborZM = nullptr;
}
+
delete m_WaterSimulatorData;
m_WaterSimulatorData = nullptr;
delete m_LavaSimulatorData;
@@ -221,6 +207,25 @@ bool cChunk::CanUnloadAfterSaving(void) const
+void cChunk::OnUnload()
+{
+ // Note: this is only called during normal operation, not during shutdown
+
+ // Notify all entities of imminent unload:
+ for (auto & Entity : m_Entities)
+ {
+ // Chunks cannot be unloaded when they still contain players:
+ ASSERT(!Entity->IsPlayer());
+
+ // Notify the entity:
+ Entity->OnRemoveFromWorld(*Entity->GetWorld());
+ }
+}
+
+
+
+
+
void cChunk::MarkSaving(void)
{
m_IsSaving = true;
diff --git a/src/Chunk.h b/src/Chunk.h
index 8aa73cde5..04f305f69 100644
--- a/src/Chunk.h
+++ b/src/Chunk.h
@@ -90,6 +90,11 @@ public:
/** Returns true if the chunk could have been unloaded if it weren't dirty */
bool CanUnloadAfterSaving(void) const;
+ /** Called when the chunkmap unloads unused chunks.
+ Notifies contained entities that they are being unloaded and should for example, broadcast a destroy packet.
+ Not called during server shutdown; such cleanup during shutdown is unnecessary. */
+ void OnUnload();
+
bool IsLightValid(void) const {return m_IsLightValid; }
/*
diff --git a/src/ChunkMap.cpp b/src/ChunkMap.cpp
index 71b8a7a24..53bb905a6 100644
--- a/src/ChunkMap.cpp
+++ b/src/ChunkMap.cpp
@@ -1717,10 +1717,17 @@ void cChunkMap::UnloadUnusedChunks(void)
for (auto itr = m_Chunks.begin(); itr != m_Chunks.end();)
{
if (
- (itr->second.CanUnload()) && // Can unload
+ itr->second.CanUnload() && // Can unload
!cPluginManager::Get()->CallHookChunkUnloading(*GetWorld(), itr->first.ChunkX, itr->first.ChunkZ) // Plugins agree
)
{
+ // First notify plugins:
+ cPluginManager::Get()->CallHookChunkUnloaded(*m_World, itr->first.ChunkX, itr->first.ChunkZ);
+
+ // Notify entities within the chunk, while everything's still valid:
+ itr->second.OnUnload();
+
+ // Kill the chunk:
itr = m_Chunks.erase(itr);
}
else
diff --git a/src/ClientHandle.cpp b/src/ClientHandle.cpp
index ce4a56ae0..28cdb4aa7 100644
--- a/src/ClientHandle.cpp
+++ b/src/ClientHandle.cpp
@@ -129,7 +129,6 @@ cClientHandle::~cClientHandle()
{
RemoveFromAllChunks();
m_Player->GetWorld()->RemoveClientFromChunkSender(this);
- m_Player->DestroyNoScheduling(true);
}
// Send the Offline PlayerList packet:
cRoot::Get()->BroadcastPlayerListsRemovePlayer(*m_Player);
diff --git a/src/Entities/Entity.cpp b/src/Entities/Entity.cpp
index 3674d16c1..34d5bf6e5 100644
--- a/src/Entities/Entity.cpp
+++ b/src/Entities/Entity.cpp
@@ -250,21 +250,6 @@ void cEntity::Destroy()
-void cEntity::DestroyNoScheduling(bool a_ShouldBroadcast)
-{
- SetIsTicking(false);
- if (a_ShouldBroadcast)
- {
- m_World->BroadcastDestroyEntity(*this);
- }
-
- Destroyed();
-}
-
-
-
-
-
void cEntity::TakeDamage(cEntity & a_Attacker)
{
int RawDamage = a_Attacker.GetRawDamageAgainst(*this);
diff --git a/src/Entities/Entity.h b/src/Entities/Entity.h
index 627c1ce71..4322665c3 100644
--- a/src/Entities/Entity.h
+++ b/src/Entities/Entity.h
@@ -341,9 +341,6 @@ public:
initialize clients with our position. */
Vector3d GetLastSentPosition(void) const { return m_LastSentPosition; }
- /** Destroy the entity without scheduling memory freeing. This should only be used by cChunk or cClientHandle for internal memory management. */
- void DestroyNoScheduling(bool a_ShouldBroadcast);
-
/** Makes this entity take damage specified in the a_TDI.
The TDI is sent through plugins first, then applied.
If it returns false, the entity hasn't receive any damage. */
diff --git a/src/World.cpp b/src/World.cpp
index 3b82d9e97..ed29123b8 100644
--- a/src/World.cpp
+++ b/src/World.cpp
@@ -226,6 +226,7 @@ cWorld::cWorld(
cFile::CreateFolderRecursive(m_DataPath);
+ // TODO: unique ptr unnecessary
m_ChunkMap = std::make_unique<cChunkMap>(this);
m_ChunkMap->TrackInDeadlockDetect(a_DeadlockDetect, m_WorldName);
@@ -964,11 +965,6 @@ void cWorld::Stop(cDeadlockDetect & a_DeadlockDetect)
m_MapManager.SaveMapData();
}
-
- // Explicitly destroy the chunkmap, so that it's guaranteed to be destroyed before the other internals
- // This fixes crashes on stopping the server, because chunk destructor deletes entities and those access the world.
- // TODO: destructors should only be used for releasing resources, not doing extra work
- m_ChunkMap.reset();
}