game: use targeted entity cleanup on reconnect to same map, preserving terrain

The previous reconnect fix caused loadOnlineWorldTerrain to run, which
cleared and reloaded all terrain tiles — unnecessarily heavy for a
reconnect where the map hasn't changed.

New path: when isInitialEntry=true and mapId==loadedMapId_, despawn all
tracked creature/player/GO instances from the renderer (proper cleanup),
clear all pending spawn queues, update player position, and return — the
terrain stays loaded and the server's fresh CREATE_OBJECTs repopulate
entities normally.
This commit is contained in:
Kelsi 2026-03-10 08:50:25 -07:00
parent d22f4b30ac
commit a06ac018ea

View file

@ -1696,12 +1696,71 @@ void Application::setupUICallbacks() {
LOG_INFO("Online world entry: mapId=", mapId, " pos=(", x, ", ", y, ", ", z, ")"
" initial=", isInitialEntry);
// Reconnect to the same map: terrain stays loaded but all online entities are stale.
// Despawn them properly so the server's fresh CREATE_OBJECTs will re-populate the world.
if (mapId == loadedMapId_ && renderer && renderer->getTerrainManager() && isInitialEntry) {
LOG_INFO("Reconnect to same map ", mapId, ": clearing stale online entities (terrain preserved)");
// Pending spawn queues
pendingCreatureSpawns_.clear();
pendingCreatureSpawnGuids_.clear();
creatureSpawnRetryCounts_.clear();
pendingPlayerSpawns_.clear();
pendingPlayerSpawnGuids_.clear();
pendingOnlinePlayerEquipment_.clear();
deferredEquipmentQueue_.clear();
pendingGameObjectSpawns_.clear();
// Properly despawn all tracked instances from the renderer
{
std::vector<uint64_t> guids;
guids.reserve(creatureInstances_.size());
for (const auto& [g, _] : creatureInstances_) guids.push_back(g);
for (auto g : guids) despawnOnlineCreature(g);
}
{
std::vector<uint64_t> guids;
guids.reserve(playerInstances_.size());
for (const auto& [g, _] : playerInstances_) guids.push_back(g);
for (auto g : guids) despawnOnlinePlayer(g);
}
{
std::vector<uint64_t> guids;
guids.reserve(gameObjectInstances_.size());
for (const auto& [g, _] : gameObjectInstances_) guids.push_back(g);
for (auto g : guids) despawnOnlineGameObject(g);
}
// Update player position and re-queue nearby tiles (same logic as teleport)
glm::vec3 canonical = core::coords::serverToCanonical(glm::vec3(x, y, z));
glm::vec3 renderPos = core::coords::canonicalToRender(canonical);
renderer->getCharacterPosition() = renderPos;
if (renderer->getCameraController()) {
auto* ft = renderer->getCameraController()->getFollowTargetMutable();
if (ft) *ft = renderPos;
renderer->getCameraController()->clearMovementInputs();
renderer->getCameraController()->suppressMovementFor(1.0f);
}
worldEntryMovementGraceTimer_ = 2.0f;
taxiLandingClampTimer_ = 0.0f;
lastTaxiFlight_ = false;
renderer->getTerrainManager()->processAllReadyTiles();
{
auto [tileX, tileY] = core::coords::worldToTile(renderPos.x, renderPos.y);
std::vector<std::pair<int,int>> nearbyTiles;
nearbyTiles.reserve(289);
for (int dy = -8; dy <= 8; dy++)
for (int dx = -8; dx <= 8; dx++)
nearbyTiles.push_back({tileX + dx, tileY + dy});
renderer->getTerrainManager()->precacheTiles(nearbyTiles);
}
return;
}
// Same-map teleport (taxi landing, GM teleport on same continent):
// just update position, let terrain streamer handle tile loading incrementally.
// A full reload is only needed on first entry or map change.
// Exception: on reconnect to the same map (isInitialEntry=true), all online entities
// are stale and must be cleared so the server's fresh CREATE_OBJECTs re-spawn them.
if (mapId == loadedMapId_ && renderer && renderer->getTerrainManager() && !isInitialEntry) {
if (mapId == loadedMapId_ && renderer && renderer->getTerrainManager()) {
LOG_INFO("Same-map teleport (map ", mapId, "), skipping full world reload");
glm::vec3 canonical = core::coords::serverToCanonical(glm::vec3(x, y, z));
glm::vec3 renderPos = core::coords::canonicalToRender(canonical);