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[Client] Only send DoorState packets for logged in players

This prevents problems with content that uses scripted doors in the area players are spawned in before they log in.
This commit is contained in:
David Cernat 2019-12-03 12:23:05 +02:00
parent 5ca2c83b02
commit 3aaf64a984

View file

@ -16,6 +16,7 @@
#include <components/openmw-mp/TimedLog.hpp>
#include "../mwmp/Main.hpp"
#include "../mwmp/Networking.hpp"
#include "../mwmp/LocalPlayer.hpp"
#include "../mwmp/PlayerList.hpp"
#include "../mwmp/DedicatedPlayer.hpp"
#include "../mwmp/LocalActor.hpp"
@ -2859,11 +2860,14 @@ namespace MWWorld
Send an ID_DOOR_STATE packet every time a door is activated
*/
mwmp::ObjectList *objectList = mwmp::Main::get().getNetworking()->getObjectList();
objectList->reset();
objectList->packetOrigin = mwmp::CLIENT_GAMEPLAY;
objectList->addDoorState(door, state);
objectList->sendDoorState();
if (mwmp::Main::get().getLocalPlayer()->isLoggedIn())
{
mwmp::ObjectList *objectList = mwmp::Main::get().getNetworking()->getObjectList();
objectList->reset();
objectList->packetOrigin = mwmp::CLIENT_GAMEPLAY;
objectList->addDoorState(door, state);
objectList->sendDoorState();
}
/*
End of tes3mp addition
*/
@ -2879,11 +2883,14 @@ namespace MWWorld
Send an ID_DOOR_STATE packet every time a door is activated
*/
mwmp::ObjectList *objectList = mwmp::Main::get().getNetworking()->getObjectList();
objectList->reset();
objectList->packetOrigin = mwmp::CLIENT_GAMEPLAY;
objectList->addDoorState(door, state);
objectList->sendDoorState();
if (mwmp::Main::get().getLocalPlayer()->isLoggedIn())
{
mwmp::ObjectList *objectList = mwmp::Main::get().getNetworking()->getObjectList();
objectList->reset();
objectList->packetOrigin = mwmp::CLIENT_GAMEPLAY;
objectList->addDoorState(door, state);
objectList->sendDoorState();
}
/*
End of tes3mp addition
*/