Add fail-safes to DedicatedPlayer cell updating to narrow down problems

This commit is contained in:
David Cernat 2016-08-17 07:27:40 +03:00
parent e39b66af4f
commit 1bbd7c271f

View file

@ -406,13 +406,20 @@ void DedicatedPlayer::UpdateDrawState()
void DedicatedPlayer::updateCell()
{
// Prevent cell update when player hasn't been instantiated yet
if (state == 0)
return;
MWBase::World *world = MWBase::Environment::get().getWorld();
MWWorld::CellStore *cellStore;
if (cell.isExterior() == 1)
cellStore = world->getExterior(cell.mCellId.mIndex.mX, cell.mCellId.mIndex.mY);
else
else if (!cell.mName.empty())
cellStore = world->getInterior(cell.mName);
// Go no further if cell data is invalid
else
return;
// tes3mp debug start
printf("Server says %s (%s) moved to %s\n",