From bb37e5c152963cdc4859ca1ba571c3c53ed98ec3 Mon Sep 17 00:00:00 2001 From: Tiger Wang Date: Thu, 24 Dec 2020 15:30:36 +0000 Subject: Streamline ClientHandle chunk send a little - Removed RemoveFromAllChunks. On destruction cWorld::RemovePlayer calls RemoveClientFromChunks already, and there's no need to manually clear the chunk lists. --- src/ClientHandle.h | 5 ----- 1 file changed, 5 deletions(-) (limited to 'src/ClientHandle.h') diff --git a/src/ClientHandle.h b/src/ClientHandle.h index 93864b002..e52236411 100644 --- a/src/ClientHandle.h +++ b/src/ClientHandle.h @@ -124,10 +124,6 @@ public: // tolua_export /** Remove all loaded chunks that are no longer in range */ void UnloadOutOfRangeChunks(void); - /** Removes the client from all chunks. Used when destroying the player. - When switching worlds, RemoveFromWorld does this function's job so it isn't called. */ - void RemoveFromAllChunks(void); - inline bool IsLoggedIn(void) const { return (m_State >= csAuthenticating); } /** Called while the client is being ticked from the world via its cPlayer object */ @@ -505,7 +501,6 @@ private: csAuthenticating, ///< The client has logged in, waiting for external authentication csAuthenticated, ///< The client has been authenticated, will start streaming chunks in the next tick csDownloadingWorld, ///< The client is waiting for chunks, we're waiting for the loader to provide and send them - csConfirmingPos, ///< The client has been sent the position packet, waiting for them to repeat the position back csPlaying, ///< Normal gameplay csKicked, ///< Disconnect packet sent, awaiting connection closure csQueuedForDestruction, ///< The client will be destroyed in the next tick (flag set when socket closed) -- cgit v1.2.3