Refactor UpdateEntities to not lose items if we add them while processing (#664)

* if we are deleting entities, and we add an entity
to delete, dont throw it out

* made it all uniform

* change update back to how it was
since it's an unordere map and
wouldn't be guaranteed to update even in this secnario
This commit is contained in:
Aaron Kimbrell 2022-07-21 21:09:25 -05:00 committed by GitHub
parent 40a9aefb5b
commit 5523b6aafc
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@ -165,96 +165,67 @@ void EntityManager::UpdateEntities(const float deltaTime) {
e.second->Update(deltaTime);
}
for (const auto entityId : m_EntitiesToSerialize)
{
auto* entity = GetEntity(entityId);
for (auto entry = m_EntitiesToSerialize.begin(); entry != m_EntitiesToSerialize.end(); entry++) {
auto* entity = GetEntity(*entry);
if (entity == nullptr) continue;
m_SerializationCounter++;
RakNet::BitStream stream;
stream.Write(static_cast<char>(ID_REPLICA_MANAGER_SERIALIZE));
stream.Write(static_cast<unsigned short>(entity->GetNetworkId()));
entity->WriteBaseReplicaData(&stream, PACKET_TYPE_SERIALIZATION);
entity->WriteComponents(&stream, PACKET_TYPE_SERIALIZATION);
if (entity->GetIsGhostingCandidate())
{
for (auto* player : Player::GetAllPlayers())
{
if (player->IsObserved(entityId))
{
if (entity->GetIsGhostingCandidate()) {
for (auto* player : Player::GetAllPlayers()) {
if (player->IsObserved(*entry)) {
Game::server->Send(&stream, player->GetSystemAddress(), false);
}
}
}
else
{
} else {
Game::server->Send(&stream, UNASSIGNED_SYSTEM_ADDRESS, true);
}
}
m_EntitiesToSerialize.clear();
for (const auto& entry : m_EntitiesToKill)
{
auto* entity = GetEntity(entry);
for (auto entry = m_EntitiesToKill.begin(); entry != m_EntitiesToKill.end(); entry++) {
auto* entity = GetEntity(*entry);
if (!entity) continue;
if (entity->GetScheduledKiller())
{
if (entity->GetScheduledKiller()) {
entity->Smash(entity->GetScheduledKiller()->GetObjectID(), SILENT);
}
else
{
} else {
entity->Smash(LWOOBJID_EMPTY, SILENT);
}
}
m_EntitiesToKill.clear();
for (const auto entry : m_EntitiesToDelete)
{
for (auto entry = m_EntitiesToDelete.begin(); entry != m_EntitiesToDelete.end(); entry++) {
// Get all this info first before we delete the player.
auto entityToDelete = GetEntity(entry);
auto entityToDelete = GetEntity(*entry);
auto networkIdToErase = entityToDelete->GetNetworkId();
const auto& ghostingToDelete = std::find(m_EntitiesToGhost.begin(), m_EntitiesToGhost.end(), entityToDelete);
if (entityToDelete)
{
if (entityToDelete) {
// If we are a player run through the player destructor.
if (entityToDelete->IsPlayer())
{
if (entityToDelete->IsPlayer()) {
delete dynamic_cast<Player*>(entityToDelete);
}
else
{
} else {
delete entityToDelete;
}
entityToDelete = nullptr;
if (networkIdToErase != 0)
{
m_LostNetworkIds.push(networkIdToErase);
}
if (networkIdToErase != 0) m_LostNetworkIds.push(networkIdToErase);
}
if (ghostingToDelete != m_EntitiesToGhost.end())
{
m_EntitiesToGhost.erase(ghostingToDelete);
if (ghostingToDelete != m_EntitiesToGhost.end()) m_EntitiesToGhost.erase(ghostingToDelete);
m_Entities.erase(*entry);
}
m_Entities.erase(entry);
}
m_EntitiesToDelete.clear();
}