From e9d1a942d14de642ae9dae5974bffa0e5fdd6ec6 Mon Sep 17 00:00:00 2001 From: ElNounch Date: Mon, 22 Aug 2016 19:43:43 +0200 Subject: Delay EntityChangedWorld players' callback until Entity fully linked to world (#3330) Otherwise, some API calls just don't seem to happen .gitignore tweak for test executables --- src/World.cpp | 35 +++++++++++++++++++++++++---------- 1 file changed, 25 insertions(+), 10 deletions(-) (limited to 'src/World.cpp') diff --git a/src/World.cpp b/src/World.cpp index c687e9549..c10cb52e9 100644 --- a/src/World.cpp +++ b/src/World.cpp @@ -2990,10 +2990,10 @@ void cWorld::CollectPickupsByPlayer(cPlayer & a_Player) -void cWorld::AddPlayer(cPlayer * a_Player) +void cWorld::AddPlayer(cPlayer * a_Player, cWorld * a_OldWorld) { cCSLock Lock(m_CSPlayersToAdd); - m_PlayersToAdd.push_back(a_Player); + m_PlayersToAdd.emplace_back(a_Player, a_OldWorld); } @@ -3010,7 +3010,10 @@ void cWorld::RemovePlayer(cPlayer * a_Player, bool a_RemoveFromChunk) } { cCSLock Lock(m_CSPlayersToAdd); - m_PlayersToAdd.remove(a_Player); + m_PlayersToAdd.remove_if([&](const std::pair< cPlayer *, cWorld * > & value) -> bool + { + return (value.first == a_Player); + }); } { cCSLock Lock(m_CSPlayers); @@ -3895,7 +3898,7 @@ void cWorld::AddQueuedPlayers(void) ASSERT(m_TickThread.IsCurrentThread()); // Grab the list of players to add, it has to be locked to access it: - cPlayerList PlayersToAdd; + cAwaitingPlayerList PlayersToAdd; { cCSLock Lock(m_CSPlayersToAdd); std::swap(PlayersToAdd, m_PlayersToAdd); @@ -3904,8 +3907,9 @@ void cWorld::AddQueuedPlayers(void) // Add all the players in the grabbed list: { cCSLock Lock(m_CSPlayers); - for (auto Player : PlayersToAdd) + for (auto & AwaitingPlayer : PlayersToAdd) { + auto & Player = AwaitingPlayer.first; 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()); @@ -3922,9 +3926,10 @@ void cWorld::AddQueuedPlayers(void) // Add all the players' clienthandles: { cCSLock Lock(m_CSClients); - for (cPlayerList::iterator itr = PlayersToAdd.begin(), end = PlayersToAdd.end(); itr != end; ++itr) + for (auto & AwaitingPlayer : PlayersToAdd) { - cClientHandlePtr Client = (*itr)->GetClientHandlePtr(); + auto & Player = AwaitingPlayer.first; + cClientHandlePtr Client = Player->GetClientHandlePtr(); if (Client != nullptr) { m_Clients.push_back(Client); @@ -3933,16 +3938,26 @@ void cWorld::AddQueuedPlayers(void) } // Lock(m_CSClients) // Stream chunks to all eligible clients: - for (cPlayerList::iterator itr = PlayersToAdd.begin(), end = PlayersToAdd.end(); itr != end; ++itr) + for (auto & AwaitingPlayer : PlayersToAdd) { - cClientHandle * Client = (*itr)->GetClientHandle(); + auto & Player = AwaitingPlayer.first; + cClientHandle * Client = Player->GetClientHandle(); if (Client != nullptr) { Client->SendPlayerMoveLook(); Client->SendHealth(); - Client->SendWholeInventory(*(*itr)->GetWindow()); + Client->SendWholeInventory(*Player->GetWindow()); } } // for itr - PlayersToAdd[] + + // Call EntityChangedWorld callback on all eligible clients + for (auto & AwaitingPlayer : PlayersToAdd) + { + if (AwaitingPlayer.second != nullptr) + { + cRoot::Get()->GetPluginManager()->CallHookEntityChangedWorld(*(static_cast (AwaitingPlayer.first)), *AwaitingPlayer.second); + } + } } -- cgit v1.2.3