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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.
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@ -1941,11 +1941,14 @@ void ServerEnvironment::activateObjects(MapBlock *block, u32 dtime_s)
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If block wasn't generated (not in memory or on disk),
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*/
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void ServerEnvironment::deactivateFarObjects(bool force_delete)
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void ServerEnvironment::deactivateFarObjects(bool _force_delete)
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{
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std::vector<u16> objects_to_remove;
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for(ActiveObjectMap::iterator i = m_active_objects.begin();
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i != m_active_objects.end(); ++i) {
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// force_delete might be overriden per object
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bool force_delete = _force_delete;
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ServerActiveObject* obj = i->second;
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assert(obj);
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@ -2147,13 +2150,6 @@ void ServerEnvironment::deactivateFarObjects(bool force_delete)
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continue;
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}
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if (!force_delete && obj->getType() == ACTIVEOBJECT_TYPE_PLAYER) {
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warningstream << "ServerEnvironment::deactivateFarObjects(): "
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<< "Trying to delete player object, THIS SHOULD NEVER HAPPEN!"
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<< std::endl;
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continue;
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}
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verbosestream<<"ServerEnvironment::deactivateFarObjects(): "
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<<"object id="<<id<<" is not known by clients"
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<<"; deleting"<<std::endl;
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