mirror of
https://gitlab.com/veloren/veloren.git
synced 2024-08-30 18:12:32 +00:00
Move common code into a separate function to avoid the complexity of calling delete_entity_recorded from handle_exit_ingame
This commit is contained in:
parent
599e25c9c6
commit
0b213b6149
@ -2303,7 +2303,7 @@ fn handle_kill_npcs(
|
||||
let count = to_kill.len();
|
||||
for entity in to_kill {
|
||||
// Directly remove entities instead of modifying health to avoid loot drops.
|
||||
if let Err(e) = server.state.delete_entity_recorded(entity, None) {
|
||||
if let Err(e) = server.state.delete_entity_recorded(entity) {
|
||||
error!(?e, ?entity, "Failed to delete entity");
|
||||
}
|
||||
}
|
||||
@ -3465,7 +3465,7 @@ fn handle_remove_lights(
|
||||
let size = to_delete.len();
|
||||
|
||||
for entity in to_delete {
|
||||
if let Err(e) = server.state.delete_entity_recorded(entity, None) {
|
||||
if let Err(e) = server.state.delete_entity_recorded(entity) {
|
||||
error!(?e, "Failed to delete light: {:?}", e);
|
||||
}
|
||||
}
|
||||
|
@ -577,7 +577,7 @@ pub fn handle_destroy(server: &mut Server, entity: EcsEntity, last_change: Healt
|
||||
}
|
||||
|
||||
if should_delete {
|
||||
if let Err(e) = state.delete_entity_recorded(entity, None) {
|
||||
if let Err(e) = state.delete_entity_recorded(entity) {
|
||||
error!(?e, ?entity, "Failed to delete destroyed entity");
|
||||
}
|
||||
}
|
||||
@ -589,7 +589,7 @@ pub fn handle_destroy(server: &mut Server, entity: EcsEntity, last_change: Healt
|
||||
pub fn handle_delete(server: &mut Server, entity: EcsEntity) {
|
||||
let _ = server
|
||||
.state_mut()
|
||||
.delete_entity_recorded(entity, None)
|
||||
.delete_entity_recorded(entity)
|
||||
.map_err(|e| error!(?e, ?entity, "Failed to delete destroyed entity"));
|
||||
}
|
||||
|
||||
|
@ -228,7 +228,7 @@ pub fn handle_inventory(server: &mut Server, entity: EcsEntity, manip: comp::Inv
|
||||
// entirely.
|
||||
drop(item_storage);
|
||||
drop(inventories);
|
||||
state.delete_entity_recorded(item_entity, None).expect(
|
||||
state.delete_entity_recorded(item_entity).expect(
|
||||
"We knew item_entity existed since we just successfully removed its Item \
|
||||
component.",
|
||||
);
|
||||
|
@ -56,7 +56,7 @@ pub fn handle_exit_ingame(server: &mut Server, entity: EcsEntity, skip_persisten
|
||||
entity
|
||||
};
|
||||
|
||||
// Create new entity with just `Client`, `Uid`, `Player`, and `...Stream`
|
||||
// Create new entity with just `Client`, `Uid`, `Player`, `Admin`, `Group`
|
||||
// components.
|
||||
//
|
||||
// Easier than checking and removing all other known components.
|
||||
@ -68,28 +68,20 @@ pub fn handle_exit_ingame(server: &mut Server, entity: EcsEntity, skip_persisten
|
||||
// Note: If other `ServerEvent`s are referring to this entity they will be
|
||||
// disrupted.
|
||||
|
||||
// Since we remove `Uid` below, any trades won't be cancelled by
|
||||
// `delete_entity_recorded`. So we cancel the trade here. (maybe the trade
|
||||
// key could be switched from `Uid` to `Entity`)
|
||||
// Cancel trades here since we don't use `delete_entity_recorded` and we
|
||||
// remove `Uid` below.
|
||||
super::cancel_trades_for(state, entity);
|
||||
|
||||
let maybe_admin = state.ecs().write_storage::<comp::Admin>().remove(entity);
|
||||
let maybe_group = state
|
||||
.ecs()
|
||||
.write_storage::<group::Group>()
|
||||
.get(entity)
|
||||
.cloned();
|
||||
let maybe_group = state.read_component_copied::<group::Group>(entity);
|
||||
let maybe_admin = state.delete_component::<comp::Admin>(entity);
|
||||
// Not sure if we still need to actually remove the Uid or if the group
|
||||
// logic below relies on this...
|
||||
let maybe_uid = state.delete_component::<Uid>(entity);
|
||||
|
||||
let uid = if let Some((client, uid, player)) = (|| {
|
||||
let ecs = state.ecs();
|
||||
Some((
|
||||
ecs.write_storage::<Client>().remove(entity)?,
|
||||
// TODO: we need to handle the case where the UID component is removed but there may be
|
||||
// a character ID mapping that also needs to be removed!
|
||||
ecs.write_storage::<Uid>().remove(entity)?,
|
||||
ecs.write_storage::<comp::Player>().remove(entity)?,
|
||||
))
|
||||
})() {
|
||||
if let Some(client) = state.delete_component::<Client>(entity)
|
||||
&& let Some(uid) = maybe_uid
|
||||
&& let Some(player) = state.delete_component::<comp::Player>(entity)
|
||||
{
|
||||
// Tell client its request was successful
|
||||
client.send_fallible(ServerGeneral::ExitInGameSuccess);
|
||||
|
||||
@ -105,13 +97,12 @@ pub fn handle_exit_ingame(server: &mut Server, entity: EcsEntity, skip_persisten
|
||||
.with(uid)
|
||||
.build();
|
||||
|
||||
let ecs = state.ecs();
|
||||
// Ensure IdMaps maps this uid to the new entity
|
||||
ecs.write_resource::<IdMaps>().remap_entity(uid, new_entity);
|
||||
// Ensure IdMaps maps this uid to the new entity.
|
||||
state.mut_resource::<IdMaps>().remap_entity(uid, new_entity);
|
||||
|
||||
// Note, since the Uid has been removed from the old entity and the
|
||||
// Group component will be removed below, that prevents
|
||||
// `delete_entity_recorded` from making any changes to the group.
|
||||
let ecs = state.ecs();
|
||||
// Note, we use `delete_entity_common` directly to avoid `delete_entity_recorded` from
|
||||
// making any changes to the group.
|
||||
if let Some(group) = maybe_group {
|
||||
let mut group_manager = ecs.write_resource::<group::GroupManager>();
|
||||
if group_manager
|
||||
@ -130,17 +121,29 @@ pub fn handle_exit_ingame(server: &mut Server, entity: EcsEntity, skip_persisten
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
// Erase group component to avoid group restructure when deleting the entity
|
||||
ecs.write_storage::<group::Group>().remove(entity);
|
||||
|
||||
Some(uid)
|
||||
// delete_entity_recorded` is not used so we don't need to worry aobut
|
||||
// group restructuring when deleting this entity.
|
||||
} else {
|
||||
None
|
||||
};
|
||||
error!("handle_exit_ingame called with entity that is missing expected components");
|
||||
}
|
||||
|
||||
let maybe_character = state
|
||||
.read_storage::<Presence>()
|
||||
.get(entity)
|
||||
.and_then(|p| p.kind.character_id());
|
||||
let maybe_rtsim = state.read_component_copied::<common::rtsim::RtSimEntity>(entity);
|
||||
state.mut_resource::<IdMaps>().remove_entity(
|
||||
Some(entity),
|
||||
None, // Uid re-mapped, we don't want to remove the mapping
|
||||
maybe_character,
|
||||
maybe_rtsim,
|
||||
);
|
||||
|
||||
// We don't want to use delete_entity_recorded since we are transfering the
|
||||
// Uid to a new entity (and e.g. don't want it to be unmapped).
|
||||
//
|
||||
// Delete old entity
|
||||
if let Err(e) = state.delete_entity_recorded(entity, Some(uid)) {
|
||||
if let Err(e) = crate::state_ext::delete_entity_common(state, entity, maybe_uid) {
|
||||
error!(
|
||||
?e,
|
||||
?entity,
|
||||
@ -235,7 +238,7 @@ pub fn handle_client_disconnect(
|
||||
}
|
||||
|
||||
// Delete client entity
|
||||
if let Err(e) = server.state.delete_entity_recorded(entity, None) {
|
||||
if let Err(e) = server.state.delete_entity_recorded(entity) {
|
||||
error!(?e, ?entity, "Failed to delete disconnected client");
|
||||
}
|
||||
|
||||
@ -584,7 +587,7 @@ pub fn handle_possess(server: &mut Server, possessor_uid: Uid, possessee_uid: Ui
|
||||
// this). See note on `persist_entity` call above for why we do this.
|
||||
if let Some(entity) = delete_entity {
|
||||
// Delete old entity
|
||||
if let Err(e) = state.delete_entity_recorded(entity, None) {
|
||||
if let Err(e) = state.delete_entity_recorded(entity) {
|
||||
error!(
|
||||
?e,
|
||||
?entity,
|
||||
|
@ -855,7 +855,7 @@ impl Server {
|
||||
|
||||
// Actually perform entity deletion
|
||||
for entity in to_delete {
|
||||
if let Err(e) = self.state.delete_entity_recorded(entity, None) {
|
||||
if let Err(e) = self.state.delete_entity_recorded(entity) {
|
||||
error!(?e, "Failed to delete agent outside the terrain");
|
||||
}
|
||||
}
|
||||
|
@ -149,7 +149,6 @@ pub trait StateExt {
|
||||
fn delete_entity_recorded(
|
||||
&mut self,
|
||||
entity: EcsEntity,
|
||||
exit_ingame: Option<Option<Uid>>,
|
||||
) -> Result<(), specs::error::WrongGeneration>;
|
||||
/// Get the given entity as an [`Actor`], if it is one.
|
||||
fn entity_as_actor(&self, entity: EcsEntity) -> Option<Actor>;
|
||||
@ -1152,19 +1151,13 @@ impl StateExt for State {
|
||||
fn delete_entity_recorded(
|
||||
&mut self,
|
||||
entity: EcsEntity,
|
||||
// Indicates this is being called from handle_exit_ingame, where the `Uid` is removed and
|
||||
// transferred to a new entity.
|
||||
//
|
||||
// Inner option is dependent on if the entity had a `Uid` component (which all clients
|
||||
// should...).
|
||||
exit_ingame: Option<Option<Uid>>,
|
||||
) -> Result<(), specs::error::WrongGeneration> {
|
||||
// NOTE: both this and handle_exit_ingame call delete_entity_common, so cleanup
|
||||
// added here may need to be duplicated in handle_exit_ingame (depending
|
||||
// on its nature).
|
||||
|
||||
// Remove entity from a group if they are in one.
|
||||
//
|
||||
// If called from exit ingame, all group related things are already handled
|
||||
// (this code wouldn't do anything anyway since the Group component was
|
||||
// removed).
|
||||
if exit_ingame.is_none() {
|
||||
{
|
||||
let clients = self.ecs().read_storage::<Client>();
|
||||
let uids = self.ecs().read_storage::<Uid>();
|
||||
let mut group_manager = self.ecs().write_resource::<comp::group::GroupManager>();
|
||||
@ -1192,77 +1185,25 @@ impl StateExt for State {
|
||||
}
|
||||
|
||||
// Cancel extant trades
|
||||
//
|
||||
// handle_exit_ingame already calls this since cancelling trades retrieves the
|
||||
// Uid internally.
|
||||
if exit_ingame.is_none() {
|
||||
events::cancel_trades_for(self, entity);
|
||||
}
|
||||
events::cancel_trades_for(self, entity);
|
||||
|
||||
let (maybe_uid, maybe_presence, maybe_rtsim_entity, maybe_pos) = (
|
||||
self.ecs().read_storage::<Uid>().get(entity).copied(),
|
||||
// NOTE: We expect that these 2 components are never removed from an entity (nor
|
||||
// mutated) (at least not without updating the relevant mappings)!
|
||||
// TODO: I think Presence may have some other locations where kind is modified (double
|
||||
// check)
|
||||
self.ecs()
|
||||
.read_storage::<Presence>()
|
||||
.get(entity)
|
||||
.map(|p| p.kind),
|
||||
self.ecs()
|
||||
.read_storage::<RtSimEntity>()
|
||||
.get(entity)
|
||||
.copied(),
|
||||
self.ecs().read_storage::<comp::Pos>().get(entity).copied(),
|
||||
);
|
||||
// NOTE: We expect that these 3 components are never removed from an entity (nor
|
||||
// mutated) (at least not without updating the relevant mappings)!
|
||||
let maybe_uid = self.read_component_copied::<Uid>(entity);
|
||||
let maybe_character = self
|
||||
.read_storage::<Presence>()
|
||||
.get(entity)
|
||||
.and_then(|p| p.kind.character_id());
|
||||
let maybe_rtsim = self.read_component_copied::<RtSimEntity>(entity);
|
||||
|
||||
if maybe_uid.or(exit_ingame.flatten()).is_none() {
|
||||
// For now we expect all entities have a Uid component.
|
||||
error!("Deleting entity without Uid component");
|
||||
}
|
||||
|
||||
self.ecs().write_resource::<IdMaps>().remove_entity(
|
||||
self.mut_resource::<IdMaps>().remove_entity(
|
||||
Some(entity),
|
||||
// We don't want to pass in the Uid from exit_ingame since it has already
|
||||
// been mapped to another entity.
|
||||
maybe_uid,
|
||||
maybe_presence.and_then(|p| p.character_id()),
|
||||
maybe_rtsim_entity,
|
||||
maybe_character,
|
||||
maybe_rtsim,
|
||||
);
|
||||
|
||||
let res = self.ecs_mut().delete_entity(entity);
|
||||
if res.is_ok() {
|
||||
// Note: Adding the `Uid` to the deleted list when exiting "in-game" relies on
|
||||
// the client not being able to immediately re-enter the game in the
|
||||
// same tick (since we could then mix up the ordering of things and
|
||||
// tell other clients to forget the new entity).
|
||||
//
|
||||
// The client will ignore requests to delete its own entity that are trigger by
|
||||
// this. (TODO: implement this)
|
||||
if let (Some(uid), Some(pos)) = (maybe_uid.or(exit_ingame.flatten()), maybe_pos) {
|
||||
if let Some(region_key) = self
|
||||
.ecs()
|
||||
.read_resource::<common::region::RegionMap>()
|
||||
.find_region(entity, pos.0)
|
||||
{
|
||||
self.ecs()
|
||||
.write_resource::<DeletedEntities>()
|
||||
.record_deleted_entity(uid, region_key);
|
||||
} else {
|
||||
// Don't panic if the entity wasn't found in a region maybe it was just created
|
||||
// and then deleted before the region manager had a chance to assign it a
|
||||
// region
|
||||
warn!(
|
||||
?uid,
|
||||
?pos,
|
||||
"Failed to find region containing entity during entity deletion, assuming \
|
||||
it wasn't sent to any clients and so deletion doesn't need to be \
|
||||
recorded for sync purposes"
|
||||
);
|
||||
}
|
||||
}
|
||||
}
|
||||
res
|
||||
delete_entity_common(self, entity, maybe_uid)
|
||||
}
|
||||
|
||||
fn entity_as_actor(&self, entity: EcsEntity) -> Option<Actor> {
|
||||
@ -1293,3 +1234,50 @@ fn send_to_group(g: &Group, ecs: &specs::World, msg: &comp::ChatMsg) {
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// This should only be called from `handle_exit_ingame` and
|
||||
/// `delete_entity_recorded`!!!!!!!
|
||||
pub(crate) fn delete_entity_common(
|
||||
state: &mut State,
|
||||
entity: EcsEntity,
|
||||
maybe_uid: Option<Uid>,
|
||||
) -> Result<(), specs::error::WrongGeneration> {
|
||||
if maybe_uid.is_none() {
|
||||
// For now we expect all entities have a Uid component.
|
||||
error!("Deleting entity without Uid component");
|
||||
}
|
||||
let maybe_pos = state.read_component_copied::<comp::Pos>(entity);
|
||||
|
||||
let res = state.ecs_mut().delete_entity(entity);
|
||||
if res.is_ok() {
|
||||
// Note: Adding the `Uid` to the deleted list when exiting "in-game" relies on
|
||||
// the client not being able to immediately re-enter the game in the
|
||||
// same tick (since we could then mix up the ordering of things and
|
||||
// tell other clients to forget the new entity).
|
||||
//
|
||||
// The client will ignore requests to delete its own entity that are triggered
|
||||
// by this.
|
||||
if let Some((uid, pos)) = maybe_uid.zip(maybe_pos) {
|
||||
let region_key = state
|
||||
.ecs()
|
||||
.read_resource::<common::region::RegionMap>()
|
||||
.find_region(entity, pos.0);
|
||||
if let Some(region_key) = region_key {
|
||||
state
|
||||
.mut_resource::<DeletedEntities>()
|
||||
.record_deleted_entity(uid, region_key);
|
||||
} else {
|
||||
// Don't panic if the entity wasn't found in a region, maybe it was just created
|
||||
// and then deleted before the region manager had a chance to assign it a region
|
||||
warn!(
|
||||
?uid,
|
||||
?pos,
|
||||
"Failed to find region containing entity during entity deletion, assuming it \
|
||||
wasn't sent to any clients and so deletion doesn't need to be recorded for \
|
||||
sync purposes"
|
||||
);
|
||||
}
|
||||
}
|
||||
}
|
||||
res
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user