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authorLogicParrot <LogicParrot@users.noreply.github.com>2016-03-29 20:23:53 +0200
committerLogicParrot <LogicParrot@users.noreply.github.com>2016-03-30 13:56:47 +0200
commit630ceed2c0572df2cf5c34b66b185d021200b806 (patch)
treec9c029db48142bc3d87b6ed6f245237ded472466
parentMerge pull request #3109 from LogicParrot/moveToNewWorld (diff)
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-rw-r--r--src/Chunk.cpp5
-rw-r--r--src/ChunkMap.cpp14
-rw-r--r--src/World.cpp32
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)