Update MultiPlayerChunkCache.cpp

This commit is contained in:
DeadVoxelx
2026-04-29 10:29:33 -04:00
committed by GitHub
parent c3b5228135
commit d752111e7d

View File

@@ -139,18 +139,24 @@ bool MultiPlayerChunkCache::reallyHasChunk(int x, int z)
return hasData[idx];
}
void MultiPlayerChunkCache::drop(int x, int z)
void MultiPlayerChunkCache::drop(const int x, const int z)
{
// 4J Stu - We do want to drop any entities in the chunks, especially for the case when a player is dead as they will
// not get the RemoveEntity packet if an entity is removed.
LevelChunk *chunk = getChunk(x, z);
if (!chunk->isEmpty())
const int ix = x + XZOFFSET;
const int iz = z + XZOFFSET;
if ((ix < 0) || (ix >= XZSIZE)) return;
if ((iz < 0) || (iz >= XZSIZE)) return;
const int idx = ix * XZSIZE + iz;
LevelChunk* chunk = cache[idx];
if (chunk != nullptr && !chunk->isEmpty())
{
// Added parameter here specifies that we don't want to delete tile entities, as they won't get recreated unless they've got update packets
// The tile entities are in general only created on the client by virtue of the chunk rebuild
// Drop entities in the chunks, especially for the case when a player is dead
// as they will not get the RemoveEntity packet if an entity is removed.
// Don't delete tile entities, as they won't get recreated unless they've got
// update packets. Tile entities are created on the client by the chunk rebuild.
chunk->unload(false);
// 4J - We just want to clear out the entities in the chunk, but everything else should be valid
// Keep chunk in cache with structural data intact.
chunk->loaded = true;
}
}