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https://github.com/DarkflameUniverse/DarkflameServer
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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
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@ -165,96 +165,67 @@ void EntityManager::UpdateEntities(const float deltaTime) {
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e.second->Update(deltaTime);
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}
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for (const auto entityId : m_EntitiesToSerialize)
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{
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auto* entity = GetEntity(entityId);
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for (auto entry = m_EntitiesToSerialize.begin(); entry != m_EntitiesToSerialize.end(); entry++) {
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auto* entity = GetEntity(*entry);
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if (entity == nullptr) continue;
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m_SerializationCounter++;
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RakNet::BitStream stream;
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stream.Write(static_cast<char>(ID_REPLICA_MANAGER_SERIALIZE));
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stream.Write(static_cast<unsigned short>(entity->GetNetworkId()));
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entity->WriteBaseReplicaData(&stream, PACKET_TYPE_SERIALIZATION);
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entity->WriteComponents(&stream, PACKET_TYPE_SERIALIZATION);
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if (entity->GetIsGhostingCandidate())
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{
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for (auto* player : Player::GetAllPlayers())
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{
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if (player->IsObserved(entityId))
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{
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if (entity->GetIsGhostingCandidate()) {
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for (auto* player : Player::GetAllPlayers()) {
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if (player->IsObserved(*entry)) {
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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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else
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{
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} else {
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Game::server->Send(&stream, UNASSIGNED_SYSTEM_ADDRESS, true);
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}
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}
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m_EntitiesToSerialize.clear();
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for (const auto& entry : m_EntitiesToKill)
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{
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auto* entity = GetEntity(entry);
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for (auto entry = m_EntitiesToKill.begin(); entry != m_EntitiesToKill.end(); entry++) {
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auto* entity = GetEntity(*entry);
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if (!entity) continue;
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if (entity->GetScheduledKiller())
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{
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if (entity->GetScheduledKiller()) {
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entity->Smash(entity->GetScheduledKiller()->GetObjectID(), SILENT);
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}
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else
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{
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} else {
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entity->Smash(LWOOBJID_EMPTY, SILENT);
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}
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}
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m_EntitiesToKill.clear();
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for (const auto entry : m_EntitiesToDelete)
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{
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for (auto entry = m_EntitiesToDelete.begin(); entry != m_EntitiesToDelete.end(); entry++) {
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// Get all this info first before we delete the player.
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auto entityToDelete = GetEntity(entry);
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auto entityToDelete = GetEntity(*entry);
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auto networkIdToErase = entityToDelete->GetNetworkId();
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const auto& ghostingToDelete = std::find(m_EntitiesToGhost.begin(), m_EntitiesToGhost.end(), entityToDelete);
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if (entityToDelete)
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{
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if (entityToDelete) {
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// If we are a player run through the player destructor.
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if (entityToDelete->IsPlayer())
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{
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if (entityToDelete->IsPlayer()) {
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delete dynamic_cast<Player*>(entityToDelete);
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}
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else
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{
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} else {
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delete entityToDelete;
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}
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entityToDelete = nullptr;
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if (networkIdToErase != 0)
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{
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m_LostNetworkIds.push(networkIdToErase);
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}
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if (networkIdToErase != 0) m_LostNetworkIds.push(networkIdToErase);
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}
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if (ghostingToDelete != m_EntitiesToGhost.end())
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{
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m_EntitiesToGhost.erase(ghostingToDelete);
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if (ghostingToDelete != m_EntitiesToGhost.end()) m_EntitiesToGhost.erase(ghostingToDelete);
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m_Entities.erase(*entry);
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}
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m_Entities.erase(entry);
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}
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m_EntitiesToDelete.clear();
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}
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