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https://github.com/DarkflameUniverse/DarkflameServer.git
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EntityManager: Fix iterator invalidation (#1234)
Tested that servers still start up, and that zones like bons no longer hard crash when all players have left the world.
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@ -176,8 +176,9 @@ void EntityManager::DestroyEntity(Entity* entity) {
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}
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}
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void EntityManager::SerializeEntities() {
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void EntityManager::SerializeEntities() {
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for (auto entry = m_EntitiesToSerialize.begin(); entry != m_EntitiesToSerialize.end(); entry++) {
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for (int32_t i = 0; i < m_EntitiesToSerialize.size(); i++) {
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auto* entity = GetEntity(*entry);
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const LWOOBJID toSerialize = m_EntitiesToSerialize.at(i);
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auto* entity = GetEntity(toSerialize);
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if (!entity) continue;
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if (!entity) continue;
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@ -192,7 +193,7 @@ void EntityManager::SerializeEntities() {
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if (entity->GetIsGhostingCandidate()) {
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if (entity->GetIsGhostingCandidate()) {
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for (auto* player : Player::GetAllPlayers()) {
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for (auto* player : Player::GetAllPlayers()) {
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if (player->IsObserved(*entry)) {
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if (player->IsObserved(toSerialize)) {
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Game::server->Send(&stream, player->GetSystemAddress(), false);
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Game::server->Send(&stream, player->GetSystemAddress(), false);
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}
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}
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}
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}
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@ -204,11 +205,12 @@ void EntityManager::SerializeEntities() {
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}
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}
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void EntityManager::KillEntities() {
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void EntityManager::KillEntities() {
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for (auto entry = m_EntitiesToKill.begin(); entry != m_EntitiesToKill.end(); entry++) {
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for (int32_t i = 0; i < m_EntitiesToKill.size(); i++) {
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auto* entity = GetEntity(*entry);
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const LWOOBJID toKill = m_EntitiesToKill.at(i);
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auto* entity = GetEntity(toKill);
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if (!entity) {
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if (!entity) {
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LOG("Attempting to kill null entity %llu", *entry);
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LOG("Attempting to kill null entity %llu", toKill);
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continue;
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continue;
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}
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}
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@ -222,8 +224,9 @@ void EntityManager::KillEntities() {
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}
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}
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void EntityManager::DeleteEntities() {
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void EntityManager::DeleteEntities() {
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for (auto entry = m_EntitiesToDelete.begin(); entry != m_EntitiesToDelete.end(); entry++) {
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for (int32_t i = 0; i < m_EntitiesToDelete.size(); i++) {
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auto entityToDelete = GetEntity(*entry);
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const LWOOBJID toDelete = m_EntitiesToDelete.at(i);
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auto entityToDelete = GetEntity(toDelete);
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if (entityToDelete) {
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if (entityToDelete) {
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// Get all this info first before we delete the player.
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// Get all this info first before we delete the player.
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auto networkIdToErase = entityToDelete->GetNetworkId();
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auto networkIdToErase = entityToDelete->GetNetworkId();
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@ -237,9 +240,9 @@ void EntityManager::DeleteEntities() {
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if (ghostingToDelete != m_EntitiesToGhost.end()) m_EntitiesToGhost.erase(ghostingToDelete);
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if (ghostingToDelete != m_EntitiesToGhost.end()) m_EntitiesToGhost.erase(ghostingToDelete);
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} else {
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} else {
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LOG("Attempted to delete non-existent entity %llu", *entry);
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LOG("Attempted to delete non-existent entity %llu", toDelete);
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}
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}
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m_Entities.erase(*entry);
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m_Entities.erase(toDelete);
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}
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}
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m_EntitiesToDelete.clear();
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m_EntitiesToDelete.clear();
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}
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}
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