Changed entity ownership model to use smart pointers
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@@ -1497,38 +1497,38 @@ void cChunkMap::RemoveClientFromChunks(cClientHandle * a_Client)
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void cChunkMap::AddEntity(cEntity * a_Entity)
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void cChunkMap::AddEntity(OwnedEntity a_Entity)
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{
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cCSLock Lock(m_CSChunks);
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cChunkPtr Chunk = GetChunk(a_Entity->GetChunkX(), a_Entity->GetChunkZ());
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if (Chunk == nullptr) // This will assert inside GetChunk in Debug builds
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{
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LOGWARNING("Entity at %p (%s, ID %d) spawning in a non-existent chunk, the entity is lost.",
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static_cast<void *>(a_Entity), a_Entity->GetClass(), a_Entity->GetUniqueID()
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static_cast<void *>(a_Entity.get()), a_Entity->GetClass(), a_Entity->GetUniqueID()
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);
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return;
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}
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Chunk->AddEntity(a_Entity);
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Chunk->AddEntity(std::move(a_Entity));
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}
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void cChunkMap::AddEntityIfNotPresent(cEntity * a_Entity)
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void cChunkMap::AddEntityIfNotPresent(OwnedEntity a_Entity)
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{
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cCSLock Lock(m_CSChunks);
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cChunkPtr Chunk = GetChunk(a_Entity->GetChunkX(), a_Entity->GetChunkZ());
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if (Chunk == nullptr) // This will assert inside GetChunk in Debug builds
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{
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LOGWARNING("Entity at %p (%s, ID %d) spawning in a non-existent chunk, the entity is lost.",
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static_cast<void *>(a_Entity), a_Entity->GetClass(), a_Entity->GetUniqueID()
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static_cast<void *>(a_Entity.get()), a_Entity->GetClass(), a_Entity->GetUniqueID()
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);
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return;
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}
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if (!Chunk->HasEntity(a_Entity->GetUniqueID()))
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{
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Chunk->AddEntity(a_Entity);
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Chunk->AddEntity(std::move(a_Entity));
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}
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}
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@@ -1553,17 +1553,18 @@ bool cChunkMap::HasEntity(UInt32 a_UniqueID)
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void cChunkMap::RemoveEntity(cEntity * a_Entity)
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OwnedEntity cChunkMap::RemoveEntity(cEntity & a_Entity)
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{
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cCSLock Lock(m_CSChunks);
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cChunkPtr Chunk = a_Entity->GetParentChunk();
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cChunkPtr Chunk = a_Entity.GetParentChunk();
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// Even if a chunk is not valid, it may still contain entities such as players; make sure to remove them (#1190)
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if (Chunk == nullptr)
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{
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return;
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return nullptr;
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}
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Chunk->RemoveEntity(a_Entity);
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// Remove the entity no matter whether the chunk itself is valid or not (#1190)
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return Chunk->RemoveEntity(a_Entity);
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}
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