Discarding: pointers to object to push/pop was a bad idea
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@@ -45,7 +45,7 @@ int RoomManager::Create(std::string roomName, std::string tileset) {
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return counter++;
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}
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void RoomManager::PushEntity(Entity* entity) {
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void RoomManager::PushEntity(Entity const* entity) {
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if (!entity) {
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throw(std::runtime_error("Failed to push null entity"));
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}
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@@ -54,17 +54,17 @@ void RoomManager::PushEntity(Entity* entity) {
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if (it == elementMap.end()) {
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std::ostringstream msg;
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msg << "Failed to push entity; Room index not found: " << entity->GetRoomIndex() << std::endl;
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// msg << "Failed to push entity; Room index not found: " << entity->GetRoomIndex() << std::endl;
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throw(std::runtime_error(msg.str()));
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}
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it->second.entityList.push_back(entity);
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it->second.entityList.push_back(const_cast<Entity*>(entity));
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std::cout << "\troom[" << it->first << "].entityList.size(): " << it->second.entityList.size() << std::endl;
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std::cout << "\tEntity: " << int(entity) << "," << int(it->second.entityList.front()) << std::endl;
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}
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void RoomManager::PopEntity(Entity* entity) {
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void RoomManager::PopEntity(Entity const* entity) {
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if (!entity) {
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throw(std::runtime_error("Failed to pop null entity"));
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}
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@@ -40,8 +40,8 @@ public:
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//common public methods
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int Create(std::string name, std::string tileset);
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void PushEntity(Entity* entity);
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void PopEntity(Entity* entity);
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void PushEntity(Entity const* entity);
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void PopEntity(Entity const* entity);
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void UnloadAll();
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void UnloadIf(std::function<bool(std::pair<const int, RoomData const&>)> fn);
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@@ -152,7 +152,7 @@ void ServerApplication::FullCharacterUnload(int index) {
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//pop from the rooms
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std::cout << "popping index " << index << std::endl;
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roomMgr.PopEntity(static_cast<Entity*>(&(character.second)));
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roomMgr.PopEntity(reinterpret_cast<Entity const*>(&character.second));
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//pump character unload
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CharacterPacket newPacket;
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