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https://github.com/OpenFusionProject/OpenFusion.git
synced 2024-11-04 22:40:05 +00:00
Remove the pointer to the deallocated chunk from the current player/NPC.
This fixes the Great Crash Bug(tm).
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5784e77654
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.gitignore
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vendored
@ -12,3 +12,4 @@ build/
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.idea/
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*.db
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version.h
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infer-out
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@ -37,30 +37,44 @@ void ChunkManager::addPlayer(int posX, int posY, int instanceID, CNSocket* sock)
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chunk->players.insert(sock);
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}
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void ChunkManager::removePlayer(std::tuple<int, int, int> chunkPos, CNSocket* sock) {
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bool ChunkManager::removePlayer(std::tuple<int, int, int> chunkPos, CNSocket* sock) {
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if (!checkChunk(chunkPos))
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return; // do nothing if chunk doesn't even exist
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return false; // do nothing if chunk doesn't even exist
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Chunk* chunk = chunks[chunkPos];
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chunk->players.erase(sock); // gone
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// if players and NPCs are empty, free chunk and remove it from surrounding views
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if (chunk->NPCs.size() == 0 && chunk->players.size() == 0)
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if (chunk->NPCs.size() == 0 && chunk->players.size() == 0) {
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destroyChunk(chunkPos);
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// the chunk we left was destroyed
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return true;
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}
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// the chunk we left was not destroyed
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return false;
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}
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void ChunkManager::removeNPC(std::tuple<int, int, int> chunkPos, int32_t id) {
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bool ChunkManager::removeNPC(std::tuple<int, int, int> chunkPos, int32_t id) {
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if (!checkChunk(chunkPos))
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return; // do nothing if chunk doesn't even exist
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return false; // do nothing if chunk doesn't even exist
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Chunk* chunk = chunks[chunkPos];
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chunk->NPCs.erase(id); // gone
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// if players and NPCs are empty, free chunk and remove it from surrounding views
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if (chunk->NPCs.size() == 0 && chunk->players.size() == 0)
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if (chunk->NPCs.size() == 0 && chunk->players.size() == 0) {
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destroyChunk(chunkPos);
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// the chunk we left was destroyed
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return true;
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}
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// the chunk we left was not destroyed
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return false;
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}
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void ChunkManager::destroyChunk(std::tuple<int, int, int> chunkPos) {
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@ -28,8 +28,8 @@ namespace ChunkManager {
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void addNPC(int posX, int posY, int instanceID, int32_t id);
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void addPlayer(int posX, int posY, int instanceID, CNSocket* sock);
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void removePlayer(std::tuple<int, int, int> chunkPos, CNSocket* sock);
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void removeNPC(std::tuple<int, int, int> chunkPos, int32_t id);
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bool removePlayer(std::tuple<int, int, int> chunkPos, CNSocket* sock);
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bool removeNPC(std::tuple<int, int, int> chunkPos, int32_t id);
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bool checkChunk(std::tuple<int, int, int> chunk);
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void destroyChunk(std::tuple<int, int, int> chunkPos);
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std::tuple<int, int, int> grabChunk(int posX, int posY, int instanceID);
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@ -126,7 +126,7 @@ void NPCManager::destroyNPC(int32_t id) {
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// remove from mob manager
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if (MobManager::Mobs.find(id) != MobManager::Mobs.end())
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MobManager::Mobs.erase(id);
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MobManager::Mobs.erase(id);
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// finally, remove it from the map and free it
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NPCs.erase(id);
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@ -162,8 +162,15 @@ void NPCManager::updateNPCPosition(int32_t id, int X, int Y, int Z) {
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// send npc enter to new chunks
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addNPC(ChunkManager::getDeltaChunks(allChunks, npc->currentChunks), id);
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// update chunks
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ChunkManager::removeNPC(npc->chunkPos, id);
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Chunk *chunk = nullptr;
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if (ChunkManager::checkChunk(npc->chunkPos))
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chunk = ChunkManager::chunks[npc->chunkPos];
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if (ChunkManager::removeNPC(npc->chunkPos, id)) {
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// if the old chunk was deallocated, remove it
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allChunks.erase(std::remove(allChunks.begin(), allChunks.end(), chunk), allChunks.end());
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}
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ChunkManager::addNPC(X, Y, npc->instanceID, id);
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npc->chunkPos = newPos;
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@ -85,7 +85,7 @@ void PlayerManager::removePlayer(CNSocket* key) {
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std::cout << players.size() << " players" << std::endl;
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}
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void PlayerManager::removePlayerFromChunks(std::vector<Chunk*> chunks, CNSocket* sock) {
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bool PlayerManager::removePlayerFromChunks(std::vector<Chunk*> chunks, CNSocket* sock) {
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INITSTRUCT(sP_FE2CL_PC_EXIT, exitPlayer);
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// for chunks that need the player to be removed from
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@ -119,7 +119,7 @@ void PlayerManager::removePlayerFromChunks(std::vector<Chunk*> chunks, CNSocket*
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}
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// remove us from that old stinky chunk
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ChunkManager::removePlayer(players[sock].chunkPos, sock);
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return ChunkManager::removePlayer(players[sock].chunkPos, sock);
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}
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void PlayerManager::addPlayerToChunks(std::vector<Chunk*> chunks, CNSocket* sock) {
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@ -205,8 +205,14 @@ void PlayerManager::updatePlayerChunk(CNSocket* sock, int X, int Y) {
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// add player to chunk
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std::vector<Chunk*> allChunks = ChunkManager::grabChunks(newPos);
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Chunk *chunk = nullptr;
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if (ChunkManager::checkChunk(view.chunkPos))
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chunk = ChunkManager::chunks[view.chunkPos];
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// first, remove all the old npcs & players from the old chunks
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removePlayerFromChunks(ChunkManager::getDeltaChunks(view.currentChunks, allChunks), sock);
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if (removePlayerFromChunks(ChunkManager::getDeltaChunks(view.currentChunks, allChunks), sock)) {
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allChunks.erase(std::remove(allChunks.begin(), allChunks.end(), chunk), allChunks.end());
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}
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// now, add all the new npcs & players!
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addPlayerToChunks(ChunkManager::getDeltaChunks(allChunks, view.currentChunks), sock);
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@ -27,7 +27,7 @@ namespace PlayerManager {
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void addPlayer(CNSocket* key, Player plr);
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void removePlayer(CNSocket* key);
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void removePlayerFromChunks(std::vector<Chunk*> chunks, CNSocket* sock);
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bool removePlayerFromChunks(std::vector<Chunk*> chunks, CNSocket* sock);
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void addPlayerToChunks(std::vector<Chunk*> chunks, CNSocket* sock);
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void updatePlayerPosition(CNSocket* sock, int X, int Y, int Z);
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