Fixed exceptions in ServerEntityEventManager if there are no clients on the server, clients who are in the lobby can't prevent outdated EntityEvents from being removed
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@@ -69,7 +69,7 @@ namespace Barotrauma.Networking
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var newEvent = new ServerEntityEvent(entity, ID + 1);
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if (extraData != null) newEvent.SetData(extraData);
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events.RemoveAll(e => e.ID<=lastSentToAll && e.IsDuplicate(newEvent)); //remove outdated events, they are redundant now
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events.RemoveAll(e => e.ID <= lastSentToAll && e.IsDuplicate(newEvent)); //remove outdated events, they are redundant now
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for (int i = events.Count - 1; i >= 0; i--)
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{
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//we already have an identical event that's waiting to be sent
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@@ -109,8 +109,11 @@ namespace Barotrauma.Networking
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bufferedEvent.IsProcessed = true;
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}
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lastSentToAll = clients[0].lastRecvEntityEventID;
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clients.ForEach(c => { if (c.lastRecvEntityEventID < lastSentToAll) lastSentToAll = c.lastRecvEntityEventID; });
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if (clients.Count > 0)
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{
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lastSentToAll = clients[0].lastRecvEntityEventID;
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clients.ForEach(c => { if (c.inGame) lastSentToAll = Math.Min(lastSentToAll, c.lastRecvEntityEventID); });
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}
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bufferedEvents.RemoveAll(b => b.IsProcessed);
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}
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