Fixes server shutdown crash & client error log spam. (#67)

This commit is contained in:
Pieter-Jan Briers
2018-05-10 18:52:44 +02:00
committed by GitHub
parent 2d9285f790
commit 205a4fc530
2 changed files with 15 additions and 6 deletions

View File

@@ -27,6 +27,13 @@ namespace Content.Client.GameObjects
private string TemplateName = "HumanInventory"; //stored for serialization purposes private string TemplateName = "HumanInventory"; //stored for serialization purposes
public event EventHandler<BoundKeyChangedMessage> OnCharacterMenuKey; public event EventHandler<BoundKeyChangedMessage> OnCharacterMenuKey;
public override void OnRemove()
{
base.OnRemove();
Window.Dispose();
}
public override void ExposeData(EntitySerializer serializer) public override void ExposeData(EntitySerializer serializer)
{ {
base.ExposeData(serializer); base.ExposeData(serializer);

View File

@@ -13,6 +13,7 @@ using SS14.Shared.IoC;
using SS14.Server.Interfaces.Player; using SS14.Server.Interfaces.Player;
using SS14.Shared.GameObjects.Serialization; using SS14.Shared.GameObjects.Serialization;
using SS14.Shared.ContentPack; using SS14.Shared.ContentPack;
using System.Linq;
namespace Content.Server.GameObjects namespace Content.Server.GameObjects
{ {
@@ -24,7 +25,7 @@ namespace Content.Server.GameObjects
public override void ExposeData(EntitySerializer serializer) public override void ExposeData(EntitySerializer serializer)
{ {
base.ExposeData(serializer); base.ExposeData(serializer);
serializer.DataField(ref TemplateName, "Template", "HumanInventory"); serializer.DataField(ref TemplateName, "Template", "HumanInventory");
CreateInventory(TemplateName); CreateInventory(TemplateName);
} }
@@ -35,7 +36,7 @@ namespace Content.Server.GameObjects
Inventory inventory = (Inventory)Activator.CreateInstance(type); Inventory inventory = (Inventory)Activator.CreateInstance(type);
foreach (Slots slotnames in inventory.SlotMasks) foreach (Slots slotnames in inventory.SlotMasks)
{ {
if(slotnames != Slots.NONE) if (slotnames != Slots.NONE)
{ {
var newslot = AddSlot(slotnames); var newslot = AddSlot(slotnames);
} }
@@ -44,7 +45,8 @@ namespace Content.Server.GameObjects
public override void OnRemove() public override void OnRemove()
{ {
foreach (var slot in SlotContainers.Keys) var slots = SlotContainers.Keys.ToList();
foreach (var slot in slots)
{ {
RemoveSlot(slot); RemoveSlot(slot);
} }
@@ -87,7 +89,7 @@ namespace Content.Server.GameObjects
throw new ArgumentNullException(nameof(clothing), "Clothing must be passed here. To remove some clothing from a slot, use Unequip()"); throw new ArgumentNullException(nameof(clothing), "Clothing must be passed here. To remove some clothing from a slot, use Unequip()");
} }
if(clothing.SlotFlags == SlotFlags.PREVENTEQUIP //Flag to prevent equipping at all if (clothing.SlotFlags == SlotFlags.PREVENTEQUIP //Flag to prevent equipping at all
|| (clothing.SlotFlags & SlotMasks[slot]) == 0) //Does the clothing flag have any of our requested slot flags || (clothing.SlotFlags & SlotMasks[slot]) == 0) //Does the clothing flag have any of our requested slot flags
{ {
return false; return false;
@@ -235,7 +237,7 @@ namespace Content.Server.GameObjects
if (activehand != null && activehand.Owner.TryGetComponent(out ClothingComponent clothing)) if (activehand != null && activehand.Owner.TryGetComponent(out ClothingComponent clothing))
{ {
hands.Drop(hands.ActiveIndex); hands.Drop(hands.ActiveIndex);
if(!Equip(msg.Inventoryslot, clothing)) if (!Equip(msg.Inventoryslot, clothing))
{ {
hands.PutInHand(clothing); hands.PutInHand(clothing);
} }
@@ -257,7 +259,7 @@ namespace Content.Server.GameObjects
{ {
base.HandleMessage(message, netChannel, component); base.HandleMessage(message, netChannel, component);
switch(message) switch (message)
{ {
case ClientInventoryMessage msg: case ClientInventoryMessage msg:
var playerMan = IoCManager.Resolve<IPlayerManager>(); var playerMan = IoCManager.Resolve<IPlayerManager>();