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-rw-r--r--Minecraft.Client/MultiPlayerChunkCache.cpp25
1 files changed, 9 insertions, 16 deletions
diff --git a/Minecraft.Client/MultiPlayerChunkCache.cpp b/Minecraft.Client/MultiPlayerChunkCache.cpp
index 03c47fcc..62361ce3 100644
--- a/Minecraft.Client/MultiPlayerChunkCache.cpp
+++ b/Minecraft.Client/MultiPlayerChunkCache.cpp
@@ -139,26 +139,19 @@ bool MultiPlayerChunkCache::reallyHasChunk(int x, int z)
return hasData[idx];
}
-void MultiPlayerChunkCache::drop(const int x, const int z)
+void MultiPlayerChunkCache::drop(int x, int z)
{
- 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())
+ // 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())
{
- // Unload chunk but keep tile entities
+ // 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
chunk->unload(false);
- const auto it = std::find(loadedChunkList.begin(), loadedChunkList.end(), chunk);
- if (it != loadedChunkList.end()) loadedChunkList.erase(it);
-
- cache[idx] = nullptr;
- hasData[idx] = false;
- chunk->loaded = false;
+ // 4J - We just want to clear out the entities in the chunk, but everything else should be valid
+ chunk->loaded = true;
}
}