Fixed Instancing Bugs

This commit is contained in:
Jade 2020-12-31 02:31:46 +00:00 committed by dongresource
parent 47d13ce39e
commit d4eaf83354
2 changed files with 16 additions and 9 deletions

View File

@ -609,6 +609,7 @@ void NPCManager::handleWarp(CNSocket* sock, int32_t warpId) {
resp.iZ = Warps[warpId].z;
resp.iCandy = plr->money;
resp.eIL = 4; // do not take away any items
uint64_t fromInstance = plr->instanceID; // pre-warp instance, saved for post-warp
plr->instanceID = INSTANCE_OVERWORLD;
MissionManager::failInstancedMissions(sock); // fail any instanced missions
sock->sendPacket((void*)&resp, P_FE2CL_REP_PC_WARP_USE_NPC_SUCC, sizeof(sP_FE2CL_REP_PC_WARP_USE_NPC_SUCC));
@ -619,6 +620,9 @@ void NPCManager::handleWarp(CNSocket* sock, int32_t warpId) {
// remove the player's ongoing race, if any
if (RacingManager::EPRaces.find(sock) != RacingManager::EPRaces.end())
RacingManager::EPRaces.erase(sock);
// post-warp: check if the source instance has no more players in it and delete it if so
ChunkManager::destroyInstanceIfEmpty(fromInstance);
}
}

View File

@ -139,6 +139,17 @@ void PlayerManager::sendPlayerTo(CNSocket* sock, int X, int Y, int Z, uint64_t I
uint64_t fromInstance = plr->instanceID; // pre-warp instance, saved for post-warp
if (I == INSTANCE_OVERWORLD || (I != fromInstance && fromInstance != 0)) {
// annoying but necessary to set the flag back
INITSTRUCT(sP_FE2CL_REP_PC_WARP_USE_NPC_SUCC, resp);
resp.iX = X;
resp.iY = Y;
resp.iZ = Z;
resp.iCandy = plr->money;
resp.eIL = 4; // do not take away any items
sock->sendPacket((void*)&resp, P_FE2CL_REP_PC_WARP_USE_NPC_SUCC, sizeof(sP_FE2CL_REP_PC_WARP_USE_NPC_SUCC));
}
if (I != INSTANCE_OVERWORLD) {
INITSTRUCT(sP_FE2CL_INSTANCE_MAP_INFO, pkt);
pkt.iInstanceMapNum = (int32_t)MAPNUM(I); // lower 32 bits are mapnum
@ -153,16 +164,8 @@ void PlayerManager::sendPlayerTo(CNSocket* sock, int X, int Y, int Z, uint64_t I
pkt.iMapCoordZ_Min = INT32_MIN;
pkt.iMapCoordZ_Max = INT32_MAX;
}
sock->sendPacket((void*)&pkt, P_FE2CL_INSTANCE_MAP_INFO, sizeof(sP_FE2CL_INSTANCE_MAP_INFO));
} else {
// annoying but necessary to set the flag back
INITSTRUCT(sP_FE2CL_REP_PC_WARP_USE_NPC_SUCC, resp);
resp.iX = X;
resp.iY = Y;
resp.iZ = Z;
resp.iCandy = plr->money;
resp.eIL = 4; // do not take away any items
sock->sendPacket((void*)&resp, P_FE2CL_REP_PC_WARP_USE_NPC_SUCC, sizeof(sP_FE2CL_REP_PC_WARP_USE_NPC_SUCC));
}
INITSTRUCT(sP_FE2CL_REP_PC_GOTO_SUCC, pkt2);