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authorsfan5 <sfan5@live.de>2017-02-15 17:36:47 +0100
committersfan5 <sfan5@live.de>2017-02-15 17:36:47 +0100
commita5e4273575c7a82459c4f9025ee19ee57eed4698 (patch)
treebc287b0cdddf9b2c5f8902cef8fbe456a5e441ee /src/script/lua_api/l_mapgen.h
parenteb49009d023e6e3b5d59a97b8fb5fed5eee83296 (diff)
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Fix >5 year old PlayerSAO deletion bug
force_delete=true is usually set at shutdown in order to also remove PlayerSAOs, however when too many objects per block are detected force_delete is also set to true. This was intended only for the current loop iteration but obviously persisted to the next iterations thereby deleting all other remaining SAOs.
Diffstat (limited to 'src/script/lua_api/l_mapgen.h')
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#ifndef CLIENT_HEADER
#define CLIENT_HEADER

#include "connection.h"
#include "environment.h"
#include "common_irrlicht.h"
#include "jmutex.h"
#include <ostream>

class ClientNotReadyException : public BaseException
{
public:
	ClientNotReadyException(const char *s):
		BaseException(s)
	{}
};

class Client;

class ClientUpdateThread : public JThread
{
	bool run;
	JMutex run_mutex;

	Client *m_client;

public:

	ClientUpdateThread(Client *client) : JThread(), run(true), m_client(client)
	{
		run_mutex.Init();
	}

	void * Thread();

	bool getRun()
	{