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Ensure entity isn't destroyed when trying to show it. Fixes BUKKIT-2038
If two players (or a player and any other entity) are teleported to the same location in the same tick they will both get added to the other's destroy queue then have a new entity spawn packet sent. Next tick the destroy queue will be processed and they will then be invisible to each other. To prevent this situation we remove the entity from the destroy queue when sending out a spawn packet for them.
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2 changed files with 4 additions and 3 deletions
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@ -234,12 +234,14 @@ public class EntityTrackerEntry {
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if (d0 >= (double) (-this.b) && d0 <= (double) this.b && d1 >= (double) (-this.b) && d1 <= (double) this.b) {
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if (!this.trackedPlayers.contains(entityplayer) && this.d(entityplayer)) {
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// CraftBukkit start
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if (tracker instanceof EntityPlayer) {
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Player player = ((EntityPlayer) tracker).getBukkitEntity();
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if (this.tracker instanceof EntityPlayer) {
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Player player = ((EntityPlayer) this.tracker).getBukkitEntity();
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if (!entityplayer.getBukkitEntity().canSee(player)) {
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return;
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}
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}
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entityplayer.g.remove(Integer.valueOf(this.tracker.id)); // Should be called destroyQueue
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// CraftBukkit end
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this.trackedPlayers.add(entityplayer);
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Packet packet = this.b();
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@ -631,7 +631,6 @@ public class CraftPlayer extends CraftHumanEntity implements Player {
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EntityTracker tracker = ((WorldServer) entity.world).tracker;
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EntityPlayer other = ((CraftPlayer) player).getHandle();
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EntityTrackerEntry entry = (EntityTrackerEntry) tracker.trackedEntities.get(other.id);
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getHandle().g.remove(Integer.valueOf(other.id)); // Should be called destroyQueue
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if (entry != null && !entry.trackedPlayers.contains(getHandle())) {
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entry.updatePlayer(getHandle());
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}
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