Merge pull request #590 Fix instances not stopping on all players leaving

Address order of deletion of entities on server to allow scripted activities to properly remove players
This commit is contained in:
David Markowitz 2022-06-19 14:26:23 -07:00 committed by GitHub
commit f4b89a8925
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GPG Key ID: 4AEE18F83AFDEB23
5 changed files with 65 additions and 40 deletions

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@ -99,22 +99,6 @@ Entity::~Entity() {
m_Character->SaveXMLToDatabase();
}
if (IsPlayer()) {
Entity* zoneControl = EntityManager::Instance()->GetZoneControlEntity();
for (CppScripts::Script* script : CppScripts::GetEntityScripts(zoneControl)) {
script->OnPlayerExit(zoneControl, this);
}
std::vector<Entity*> scriptedActs = EntityManager::Instance()->GetEntitiesByComponent(COMPONENT_TYPE_SCRIPTED_ACTIVITY);
for (Entity* scriptEntity : scriptedActs) {
if (scriptEntity->GetObjectID() != zoneControl->GetObjectID()) { // Don't want to trigger twice on instance worlds
for (CppScripts::Script* script : CppScripts::GetEntityScripts(scriptEntity)) {
script->OnPlayerExit(scriptEntity, this);
}
}
}
}
CancelAllTimers();
CancelCallbackTimers();

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@ -217,37 +217,42 @@ void EntityManager::UpdateEntities(const float deltaTime) {
m_EntitiesToKill.clear();
for (const auto& entry : m_EntitiesToDelete)
for (const auto entry : m_EntitiesToDelete)
{
auto* entity = GetEntity(entry);
// Get all this info first before we delete the player.
auto entityToDelete = GetEntity(entry);
m_Entities.erase(entry);
auto networkIdToErase = entityToDelete->GetNetworkId();
const auto& iter = std::find(m_EntitiesToGhost.begin(), m_EntitiesToGhost.end(), entity);
const auto& ghostingToDelete = std::find(m_EntitiesToGhost.begin(), m_EntitiesToGhost.end(), entityToDelete);
if (iter != m_EntitiesToGhost.end())
if (entityToDelete)
{
m_EntitiesToGhost.erase(iter);
}
if (entity != nullptr)
{
if (entity->GetNetworkId() != 0)
// If we are a player run through the player destructor.
if (entityToDelete->IsPlayer())
{
m_LostNetworkIds.push(entity->GetNetworkId());
}
if (entity->IsPlayer())
{
delete dynamic_cast<Player*>(entity);
delete dynamic_cast<Player*>(entityToDelete);
}
else
{
delete entity;
delete entityToDelete;
}
entity = nullptr;
entityToDelete = nullptr;
if (networkIdToErase != 0)
{
m_LostNetworkIds.push(networkIdToErase);
}
}
if (ghostingToDelete != m_EntitiesToGhost.end())
{
m_EntitiesToGhost.erase(ghostingToDelete);
}
m_Entities.erase(entry);
}
m_EntitiesToDelete.clear();

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@ -13,6 +13,7 @@
#include "dZoneManager.h"
#include "CharacterComponent.h"
#include "Mail.h"
#include "CppScripts.h"
std::vector<Player*> Player::m_Players = {};
@ -329,5 +330,21 @@ Player::~Player()
return;
}
if (IsPlayer()) {
Entity* zoneControl = EntityManager::Instance()->GetZoneControlEntity();
for (CppScripts::Script* script : CppScripts::GetEntityScripts(zoneControl)) {
script->OnPlayerExit(zoneControl, this);
}
std::vector<Entity*> scriptedActs = EntityManager::Instance()->GetEntitiesByComponent(COMPONENT_TYPE_SCRIPTED_ACTIVITY);
for (Entity* scriptEntity : scriptedActs) {
if (scriptEntity->GetObjectID() != zoneControl->GetObjectID()) { // Don't want to trigger twice on instance worlds
for (CppScripts::Script* script : CppScripts::GetEntityScripts(scriptEntity)) {
script->OnPlayerExit(scriptEntity, this);
}
}
}
}
m_Players.erase(iter);
}

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@ -91,9 +91,27 @@ void NjMonastryBossInstance::OnPlayerLoaded(Entity *self, Entity *player) {
void NjMonastryBossInstance::OnPlayerExit(Entity *self, Entity *player) {
UpdatePlayer(self, player->GetObjectID(), true);
//TODO: Add functionality to dynamically turn off the large team variable when enough players leave.
GameMessages::SendNotifyClientObject(self->GetObjectID(), u"PlayerLeft", 0, 0,
player->GetObjectID(), "", UNASSIGNED_SYSTEM_ADDRESS);
// Fetch the total players loaded from the vars
auto totalPlayersLoaded = self->GetVar<std::vector<LWOOBJID> >(TotalPlayersLoadedVariable);
// Find the player to remove
auto playerToRemove = std::find(totalPlayersLoaded.begin(), totalPlayersLoaded.end(), player->GetObjectID());
// If we found the player remove them from out list of players
if (playerToRemove != totalPlayersLoaded.end()) {
totalPlayersLoaded.erase(playerToRemove);
} else {
Game::logger->Log("NjMonastryBossInstance", "Failed to remove player at exit.\n");
}
// Set the players loaded var back
self->SetVar<std::vector<LWOOBJID>>(TotalPlayersLoadedVariable, totalPlayersLoaded);
// Since this is an exit method, check if enough players have left. If enough have left
// resize the instance to account for such.
if (totalPlayersLoaded.size() <= 2) self->SetVar<bool>(LargeTeamVariable, false);
GameMessages::SendNotifyClientObject(self->GetObjectID(), u"PlayerLeft", 0, 0, player->GetObjectID(), "", UNASSIGNED_SYSTEM_ADDRESS);
}
void NjMonastryBossInstance::OnActivityTimerDone(Entity *self, const std::string &name) {

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@ -144,8 +144,9 @@ void SGCannon::OnMessageBoxResponse(Entity *self, Entity *sender, int32_t button
if (player != nullptr) {
if (button == 1 && identifier == u"Shooting_Gallery_Stop")
{
static_cast<Player*>(player)->SendToZone(1300);
UpdatePlayer(self, player->GetObjectID(), true);
RemovePlayer(player->GetObjectID());
StopGame(self, true);
return;
}