Entities are never lost
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@@ -1623,11 +1623,8 @@ void cChunkMap::RemoveClientFromChunks(cClientHandle * a_Client)
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void cChunkMap::AddEntity(cEntity * a_Entity)
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{
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cCSLock Lock(m_CSLayers);
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cChunkPtr Chunk = GetChunkNoGen(a_Entity->GetChunkX(), a_Entity->GetChunkZ());
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if (
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(Chunk == nullptr) || // Chunk not present at all
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(!Chunk->IsValid() && !a_Entity->IsPlayer()) // Chunk present, but no valid data; players need to spawn in such chunks (#953)
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)
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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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@@ -1644,11 +1641,8 @@ void cChunkMap::AddEntity(cEntity * a_Entity)
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void cChunkMap::AddEntityIfNotPresent(cEntity * a_Entity)
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{
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cCSLock Lock(m_CSLayers);
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cChunkPtr Chunk = GetChunkNoGen(a_Entity->GetChunkX(), a_Entity->GetChunkZ());
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if (
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(Chunk == nullptr) || // Chunk not present at all
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(!Chunk->IsValid() && !a_Entity->IsPlayer()) // Chunk present, but no valid data; players need to spawn in such chunks (#953)
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)
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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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