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game: fix NPCs not spawning on reconnect to same map
On disconnect/reconnect to the same map, entityManager was not cleared and creatureInstances_ still held old entries from the previous session. When the server re-sent CREATE_OBJECT for the same GUIDs, the spawn callback's early-return guard (creatureInstances_.count(guid)) silently dropped every NPC re-spawn, leaving the world empty. Fixes: - disconnect() now calls entityManager.clear() to purge stale entities - WorldEntryCallback gains a bool isInitialEntry parameter (true on first login or reconnect, false on in-world teleport/flight landing) - Same-map optimization path skipped when isInitialEntry=true, so loadOnlineWorldTerrain runs its full cleanup and properly despawns old creature/player instances before the server refreshes them
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3 changed files with 13 additions and 8 deletions
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@ -1692,13 +1692,16 @@ void Application::setupUICallbacks() {
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});
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// World entry callback (online mode) - load terrain when entering world
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gameHandler->setWorldEntryCallback([this](uint32_t mapId, float x, float y, float z) {
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LOG_INFO("Online world entry: mapId=", mapId, " pos=(", x, ", ", y, ", ", z, ")");
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gameHandler->setWorldEntryCallback([this](uint32_t mapId, float x, float y, float z, bool isInitialEntry) {
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LOG_INFO("Online world entry: mapId=", mapId, " pos=(", x, ", ", y, ", ", z, ")"
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" initial=", isInitialEntry);
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// Same-map teleport (taxi landing, GM teleport on same continent):
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// just update position, let terrain streamer handle tile loading incrementally.
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// A full reload is only needed on first entry or map change.
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if (mapId == loadedMapId_ && renderer && renderer->getTerrainManager()) {
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// Exception: on reconnect to the same map (isInitialEntry=true), all online entities
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// are stale and must be cleared so the server's fresh CREATE_OBJECTs re-spawn them.
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if (mapId == loadedMapId_ && renderer && renderer->getTerrainManager() && !isInitialEntry) {
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LOG_INFO("Same-map teleport (map ", mapId, "), skipping full world reload");
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glm::vec3 canonical = core::coords::serverToCanonical(glm::vec3(x, y, z));
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glm::vec3 renderPos = core::coords::canonicalToRender(canonical);
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