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Wolf uses UUID for owner.

Fixes #1277.
This commit is contained in:
madmaxoft
2014-08-03 22:03:48 +02:00
parent f5aaf52210
commit 3136fc6246
5 changed files with 82 additions and 17 deletions

View File

@@ -15,6 +15,7 @@
#include "../ItemGrid.h"
#include "../StringCompression.h"
#include "../SetChunkData.h"
#include "../Root.h"
#include "../BlockEntities/BeaconEntity.h"
#include "../BlockEntities/ChestEntity.h"
@@ -49,6 +50,8 @@
#include "../Entities/HangingEntity.h"
#include "../Entities/ItemFrame.h"
#include "../Protocol/MojangAPI.h"
@@ -2411,16 +2414,9 @@ void cWSSAnvil::LoadWolfFromNBT(cEntityList & a_Entities, const cParsedNBT & a_N
{
return;
}
int OwnerIdx = a_NBT.FindChildByName(a_TagIdx, "Owner");
if (OwnerIdx > 0)
{
AString OwnerName = a_NBT.GetString(OwnerIdx);
if (OwnerName != "")
{
Monster->SetOwner(OwnerName);
Monster->SetIsTame(true);
}
}
LoadWolfOwner(*Monster.get(), a_NBT, a_TagIdx);
int SittingIdx = a_NBT.FindChildByName(a_TagIdx, "Sitting");
if (SittingIdx > 0)
{
@@ -2492,6 +2488,59 @@ void cWSSAnvil::LoadPigZombieFromNBT(cEntityList & a_Entities, const cParsedNBT
void cWSSAnvil::LoadWolfOwner(cWolf & a_Wolf, const cParsedNBT & a_NBT, int a_TagIdx)
{
// Load the owner information. OwnerUUID or Owner may be specified, possibly both:
AString OwnerUUID, OwnerName;
int OwnerUUIDIdx = a_NBT.FindChildByName(a_TagIdx, "OwnerUUID");
if (OwnerUUIDIdx > 0)
{
OwnerUUID = cMojangAPI::MakeUUIDShort(a_NBT.GetString(OwnerUUIDIdx));
}
int OwnerIdx = a_NBT.FindChildByName(a_TagIdx, "Owner");
if (OwnerIdx > 0)
{
OwnerName = a_NBT.GetString(OwnerIdx);
}
if (OwnerName.empty() && OwnerUUID.empty())
{
// There is no owner, bail out:
return;
}
// Convert name to UUID, if needed:
if (OwnerUUID.empty())
{
// This wolf has only playername stored (pre-1.7.6), look up the UUID
// The lookup is blocking, but we're running in a separate thread, so it's ok
OwnerUUID = cRoot::Get()->GetMojangAPI().GetUUIDFromPlayerName(OwnerName);
if (OwnerUUID.empty())
{
// Not a known player, un-tame the wolf by bailing out
return;
}
}
// Convert UUID to name, if needed:
if (OwnerName.empty())
{
// The lookup is blocking, but we're running in a separate thread, so it's ok
OwnerName = cRoot::Get()->GetMojangAPI().GetPlayerNameFromUUID(OwnerUUID);
if (OwnerName.empty())
{
// Not a known player, un-tame the wolf by bailing out
return;
}
}
a_Wolf.SetOwner(OwnerName, OwnerUUID);
a_Wolf.SetIsTame(true);
}
bool cWSSAnvil::LoadEntityBaseFromNBT(cEntity & a_Entity, const cParsedNBT & a_NBT, int a_TagIdx)
{
double Pos[3];