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-rw-r--r--src/ChunkMap.cpp24
-rw-r--r--src/ChunkMap.h4
-rw-r--r--src/World.cpp5
3 files changed, 29 insertions, 4 deletions
diff --git a/src/ChunkMap.cpp b/src/ChunkMap.cpp
index 0a8164b47..dba6f3f41 100644
--- a/src/ChunkMap.cpp
+++ b/src/ChunkMap.cpp
@@ -1665,6 +1665,30 @@ void cChunkMap::AddEntity(cEntity * a_Entity)
+void cChunkMap::AddEntityIfNotPresent(cEntity * a_Entity)
+{
+ cCSLock Lock(m_CSLayers);
+ cChunkPtr Chunk = GetChunkNoGen(a_Entity->GetChunkX(), ZERO_CHUNK_Y, a_Entity->GetChunkZ());
+ if (
+ (Chunk == NULL) || // Chunk not present at all
+ (!Chunk->IsValid() && !a_Entity->IsPlayer()) // Chunk present, but no valid data; players need to spawn in such chunks (#953)
+ )
+ {
+ LOGWARNING("Entity at %p (%s, ID %d) spawning in a non-existent chunk, the entity is lost.",
+ a_Entity, a_Entity->GetClass(), a_Entity->GetUniqueID()
+ );
+ return;
+ }
+ if (!Chunk->HasEntity(a_Entity->GetUniqueID()))
+ {
+ Chunk->AddEntity(a_Entity);
+ }
+}
+
+
+
+
+
bool cChunkMap::HasEntity(int a_UniqueID)
{
cCSLock Lock(m_CSLayers);
diff --git a/src/ChunkMap.h b/src/ChunkMap.h
index 8786d7016..7e85bb6f1 100644
--- a/src/ChunkMap.h
+++ b/src/ChunkMap.h
@@ -199,6 +199,10 @@ public:
/** Adds the entity to its appropriate chunk, takes ownership of the entity pointer */
void AddEntity(cEntity * a_Entity);
+ /** Adds the entity to its appropriate chunk, if the entity is not already added.
+ Takes ownership of the entity pointer */
+ void AddEntityIfNotPresent(cEntity * a_Entity);
+
/** Returns true if the entity with specified ID is present in the chunks */
bool HasEntity(int a_EntityID);
diff --git a/src/World.cpp b/src/World.cpp
index ebe6b53e6..6bcd1391a 100644
--- a/src/World.cpp
+++ b/src/World.cpp
@@ -3148,10 +3148,7 @@ void cWorld::AddQueuedPlayers(void)
(*itr)->SetWorld(this);
// Add to chunkmap, if not already there (Spawn vs MoveToWorld):
- if (!m_ChunkMap->HasEntity((*itr)->GetUniqueID()))
- {
- m_ChunkMap->AddEntity(*itr);
- }
+ m_ChunkMap->AddEntityIfNotPresent(*itr);
} // for itr - PlayersToAdd[]
} // Lock(m_CSPlayers)