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https://github.com/DarkflameUniverse/DarkflameServer.git
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fix: ghost mis-matched pointer causing objects to not destruct
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parent
e42df5b02e
commit
7324740be6
@ -320,7 +320,7 @@ const std::unordered_map<std::string, LWOOBJID>& EntityManager::GetSpawnPointEnt
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return m_SpawnPoints;
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}
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void EntityManager::ConstructEntity(Entity* entity, const SystemAddress& sysAddr, const bool skipChecks) {
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void EntityManager::ConstructEntity(Entity* entity, const SystemAddress& sysAddr) {
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if (!entity) {
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LOG("Attempted to construct null entity");
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return;
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@ -363,16 +363,12 @@ void EntityManager::ConstructEntity(Entity* entity, const SystemAddress& sysAddr
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entity->WriteComponents(stream, eReplicaPacketType::CONSTRUCTION);
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if (sysAddr == UNASSIGNED_SYSTEM_ADDRESS) {
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if (skipChecks) {
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Game::server->Send(stream, UNASSIGNED_SYSTEM_ADDRESS, true);
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} else {
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for (auto* player : PlayerManager::GetAllPlayers()) {
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if (player->GetPlayerReadyForUpdates()) {
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Game::server->Send(stream, player->GetSystemAddress(), false);
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} else {
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auto* ghostComponent = player->GetComponent<GhostComponent>();
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if (ghostComponent) ghostComponent->AddLimboConstruction(entity->GetObjectID());
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}
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for (auto* player : PlayerManager::GetAllPlayers()) {
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if (player->GetPlayerReadyForUpdates()) {
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Game::server->Send(stream, player->GetSystemAddress(), false);
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} else {
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auto* ghostComponent = player->GetComponent<GhostComponent>();
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if (ghostComponent) ghostComponent->AddLimboConstruction(entity->GetObjectID());
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}
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}
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} else {
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@ -42,7 +42,7 @@ public:
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const std::unordered_map<LWOOBJID, Entity*> GetAllEntities() const { return m_Entities; }
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#endif
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void ConstructEntity(Entity* entity, const SystemAddress& sysAddr = UNASSIGNED_SYSTEM_ADDRESS, bool skipChecks = false);
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void ConstructEntity(Entity* entity, const SystemAddress& sysAddr = UNASSIGNED_SYSTEM_ADDRESS);
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void DestructEntity(Entity* entity, const SystemAddress& sysAddr = UNASSIGNED_SYSTEM_ADDRESS);
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void SerializeEntity(Entity* entity);
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void SerializeEntity(const Entity& entity);
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@ -1045,7 +1045,7 @@ void HandlePacket(Packet* packet) {
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const auto respawnPoint = player->GetCharacter()->GetRespawnPoint(Game::zoneManager->GetZone()->GetWorldID());
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Game::entityManager->ConstructEntity(player, UNASSIGNED_SYSTEM_ADDRESS, true);
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Game::entityManager->ConstructEntity(player, UNASSIGNED_SYSTEM_ADDRESS);
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if (respawnPoint != NiPoint3Constant::ZERO) {
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GameMessages::SendPlayerReachedRespawnCheckpoint(player, respawnPoint, NiQuaternionConstant::IDENTITY);
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