Fixed deadlock when moving players to other worlds.
Fixes #1039, fixes #851
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@@ -327,7 +327,7 @@ void cClientHandle::Authenticate(const AString & a_Name, const AString & a_UUID)
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// Send experience
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m_Player->SendExperience();
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m_Player->Initialize(World);
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m_Player->Initialize(*World);
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m_State = csAuthenticated;
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// Query player team
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@@ -356,7 +356,7 @@ void cClientHandle::StreamChunks(void)
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}
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ASSERT(m_Player != NULL);
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int ChunkPosX = FAST_FLOOR_DIV((int)m_Player->GetPosX(), cChunkDef::Width);
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int ChunkPosZ = FAST_FLOOR_DIV((int)m_Player->GetPosZ(), cChunkDef::Width);
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if ((ChunkPosX == m_LastStreamedChunkX) && (ChunkPosZ == m_LastStreamedChunkZ))
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@@ -1753,18 +1753,8 @@ void cClientHandle::SendData(const char * a_Data, size_t a_Size)
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void cClientHandle::MoveToWorld(cWorld & a_World, bool a_SendRespawnPacket)
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void cClientHandle::RemoveFromWorld(void)
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{
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UNUSED(a_World);
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ASSERT(m_Player != NULL);
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if (a_SendRespawnPacket)
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{
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SendRespawn();
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}
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cWorld * World = m_Player->GetWorld();
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// Remove all associated chunks:
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cChunkCoordsList Chunks;
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{
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@@ -1774,7 +1764,6 @@ void cClientHandle::MoveToWorld(cWorld & a_World, bool a_SendRespawnPacket)
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}
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for (cChunkCoordsList::iterator itr = Chunks.begin(), end = Chunks.end(); itr != end; ++itr)
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{
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World->RemoveChunkClient(itr->m_ChunkX, itr->m_ChunkZ, this);
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m_Protocol->SendUnloadChunk(itr->m_ChunkX, itr->m_ChunkZ);
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} // for itr - Chunks[]
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@@ -2379,9 +2368,9 @@ void cClientHandle::SendRemoveEntityEffect(const cEntity & a_Entity, int a_Effec
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void cClientHandle::SendRespawn(void)
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void cClientHandle::SendRespawn(const cWorld & a_World)
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{
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m_Protocol->SendRespawn();
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m_Protocol->SendRespawn(a_World);
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}
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