Player counts are now properly handled.

Fixes #80
This commit is contained in:
madmaxoft
2013-08-14 10:24:34 +02:00
parent b65a91dde3
commit 8c3837987b
7 changed files with 108 additions and 16 deletions
+37 -1
View File
@@ -275,7 +275,7 @@ void cClientHandle::Authenticate(void)
void cClientHandle::StreamChunks(void)
{
if ((m_State < csAuthenticating) || (m_State >= csDestroying))
if ((m_State < csAuthenticated) || (m_State >= csDestroying))
{
return;
}
@@ -1314,6 +1314,42 @@ void cClientHandle::SendData(const char * a_Data, int a_Size)
void cClientHandle::MoveToWorld(cWorld & a_World, bool a_SendRespawnPacket)
{
ASSERT(m_Player != NULL);
if (a_SendRespawnPacket)
{
SendRespawn();
}
cWorld * World = m_Player->GetWorld();
// Remove all associated chunks:
cChunkCoordsList Chunks;
{
cCSLock Lock(m_CSChunkLists);
std::swap(Chunks, m_LoadedChunks);
m_ChunksToSend.clear();
}
for (cChunkCoordsList::iterator itr = Chunks.begin(), end = Chunks.end(); itr != end; ++itr)
{
World->RemoveChunkClient(itr->m_ChunkX, itr->m_ChunkZ, this);
m_Protocol->SendUnloadChunk(itr->m_ChunkX, itr->m_ChunkZ);
} // for itr - Chunks[]
// Do NOT stream new chunks, the new world runs its own tick thread and may deadlock
// Instead, the chunks will be streamed when the client is moved to the new world's Tick list,
// by setting state to csAuthenticated
m_State = csAuthenticated;
m_LastStreamedChunkX = 0x7fffffff;
m_LastStreamedChunkZ = 0x7fffffff;
}
bool cClientHandle::CheckBlockInteractionsRate(void)
{
ASSERT(m_Player != NULL);