forked from teamnwah/openmw-tes3coop
[Client] Ignore cell changes that move actors to where they already are
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parent
4a9a628a0f
commit
09548d05f7
1 changed files with 20 additions and 6 deletions
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@ -64,14 +64,16 @@ void Cell::updateLocal(bool forceUpdate)
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// If the cell this actor has moved to is under our authority, move them to it
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if (cellController->hasLocalAuthority(actor->cell))
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{
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LOG_APPEND(Log::LOG_INFO, "- Moving LocalActor %s to our authority in %s", mapIndex.c_str(), actor->cell.getDescription().c_str());
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LOG_APPEND(Log::LOG_INFO, "- Moving LocalActor %s to our authority in %s",
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mapIndex.c_str(), actor->cell.getDescription().c_str());
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Cell *newCell = cellController->getCell(actor->cell);
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newCell->localActors[mapIndex] = actor;
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cellController->setLocalActorRecord(mapIndex, newCell->getDescription());
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}
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else
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{
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LOG_APPEND(Log::LOG_INFO, "- Deleting LocalActor %s which is no longer under our authority", mapIndex.c_str(), getDescription().c_str());
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LOG_APPEND(Log::LOG_INFO, "- Deleting LocalActor %s which is no longer under our authority",
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mapIndex.c_str(), getDescription().c_str());
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cellController->removeLocalActorRecord(mapIndex);
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delete actor;
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}
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@ -281,6 +283,14 @@ void Cell::readCellChange(ActorList& actorList)
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{
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std::string mapIndex = Main::get().getCellController()->generateMapIndex(baseActor);
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// Is a packet mistakenly moving the actor to the cell it's already in? If so, ignore it
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if (Misc::StringUtils::ciEqual(getDescription(), baseActor.cell.getDescription()))
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{
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LOG_MESSAGE_SIMPLE(Log::LOG_INFO, "Server says DedicatedActor %s moved to %s, but it was already there",
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mapIndex.c_str(), getDescription().c_str());
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continue;
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}
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if (dedicatedActors.count(mapIndex) > 0)
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{
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DedicatedActor *dedicatedActor = dedicatedActors[mapIndex];
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@ -288,7 +298,8 @@ void Cell::readCellChange(ActorList& actorList)
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dedicatedActor->position = baseActor.position;
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dedicatedActor->direction = baseActor.direction;
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LOG_MESSAGE_SIMPLE(Log::LOG_INFO, "Server says DedicatedActor %s moved to %s", mapIndex.c_str(), dedicatedActor->cell.getDescription().c_str());
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LOG_MESSAGE_SIMPLE(Log::LOG_INFO, "Server says DedicatedActor %s moved to %s",
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mapIndex.c_str(), dedicatedActor->cell.getDescription().c_str());
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MWWorld::CellStore *newStore = cellController->getCellStore(dedicatedActor->cell);
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dedicatedActor->setCell(newStore);
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@ -296,7 +307,8 @@ void Cell::readCellChange(ActorList& actorList)
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// If the cell this actor has moved to is active and not under our authority, move them to it
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if (cellController->isActiveWorldCell(dedicatedActor->cell) && !cellController->hasLocalAuthority(dedicatedActor->cell))
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{
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LOG_APPEND(Log::LOG_INFO, "- Moving DedicatedActor %s to our active cell %s", mapIndex.c_str(), dedicatedActor->cell.getDescription().c_str());
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LOG_APPEND(Log::LOG_INFO, "- Moving DedicatedActor %s to our active cell %s",
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mapIndex.c_str(), dedicatedActor->cell.getDescription().c_str());
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cellController->initializeCell(dedicatedActor->cell);
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Cell *newCell = cellController->getCell(dedicatedActor->cell);
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newCell->dedicatedActors[mapIndex] = dedicatedActor;
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@ -306,7 +318,8 @@ void Cell::readCellChange(ActorList& actorList)
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{
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if (cellController->hasLocalAuthority(dedicatedActor->cell))
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{
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LOG_APPEND(Log::LOG_INFO, "- Creating new LocalActor based on %s in %s", mapIndex.c_str(), dedicatedActor->cell.getDescription().c_str());
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LOG_APPEND(Log::LOG_INFO, "- Creating new LocalActor based on %s in %s",
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mapIndex.c_str(), dedicatedActor->cell.getDescription().c_str());
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Cell *newCell = cellController->getCell(dedicatedActor->cell);
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LocalActor *localActor = new LocalActor();
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localActor->cell = dedicatedActor->cell;
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@ -322,7 +335,8 @@ void Cell::readCellChange(ActorList& actorList)
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cellController->setLocalActorRecord(mapIndex, newCell->getDescription());
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}
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LOG_APPEND(Log::LOG_INFO, "- Deleting DedicatedActor %s which is no longer needed", mapIndex.c_str(), getDescription().c_str());
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LOG_APPEND(Log::LOG_INFO, "- Deleting DedicatedActor %s which is no longer needed",
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mapIndex.c_str(), getDescription().c_str());
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cellController->removeDedicatedActorRecord(mapIndex);
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delete dedicatedActor;
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}
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