Remove outdated comments in handle_destroy and refactor map_err to if let Err

This commit is contained in:
Imbris 2022-08-20 17:19:33 -04:00
parent 0ee0d446f1
commit f1b6805c65

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@ -129,15 +129,6 @@ pub fn handle_knockback(server: &Server, entity: EcsEntity, impulse: Vec3<f32>)
/// other players. If the entity that killed it had stats, then give it exp for
/// the kill. Experience given is equal to the level of the entity that was
/// killed times 10.
// NOTE: Clippy incorrectly warns about a needless collect here because it does
// not understand that the pet count (which is computed during the first
// iteration over the members in range) is actually used by the second iteration
// over the members in range; since we have no way of knowing the pet count
// before the first loop finishes, we definitely need at least two loops. Then
// (currently) our only options are to store the member list in temporary space
// (e.g. by collecting to a vector), or to repeat the loop; but repeating the
// loop would currently be very inefficient since it has to rescan every entity
// on the server again.
pub fn handle_destroy(server: &mut Server, entity: EcsEntity, last_change: HealthChange) {
let state = server.state_mut();
@ -531,18 +522,11 @@ pub fn handle_destroy(server: &mut Server, entity: EcsEntity, last_change: Healt
.destroy_entity(rtsim_entity.0);
}
let _ = state
.delete_entity_recorded(entity)
.map_err(|e| error!(?e, ?entity, "Failed to delete destroyed entity"));
println!("deleting");
if let Err(e) = state.delete_entity_recorded(entity) {
error!(?e, ?entity, "Failed to delete destroyed entity");
}
}
// TODO: Add Delete(time_left: Duration) component
/*
// If not a player delete the entity
if let Err(err) = state.delete_entity_recorded(entity) {
error!(?e, "Failed to delete destroyed entity");
}
*/
}
/// Delete an entity without any special actions (this is generally used for